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API > API/Plugins > API/Plugins/PCG
| Name | FPCGCreateCollisionDataElement |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGCreateCollisionData.h |
| Include Path | #include "Elements/PCGCreateCollisionData.h" |
Syntax
class FPCGCreateCollisionDataElement : public IPCGElementWithCustomContext< FPCGCreateCollisionContext >
Implements Interfaces
Functions
Public
Overridden from IPCGElement
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanExecuteOnlyOnMainThread
(
FPCGContext* Context |
Loading needs to be done on the main thread and accessing objects outside of PCG might not be thread safe, so taking the safe approach. | Elements/PCGCreateCollisionData.h |
Protected
Overridden from IPCGElement
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ExecuteInternal
(
FPCGContext* Context |
Core execution method for the given element. Will be called until it returns true. | Elements/PCGCreateCollisionData.h | |
virtual EPCGElementExecutionLoopMode ExecutionLoopMode
(
const UPCGSettings* Settings |
Describes internal execution behavior, which is used to break down inputs/outputs for caching purposes. | Elements/PCGCreateCollisionData.h | |
virtual bool PrepareDataInternal
(
FPCGContext* Context |
Elements/PCGCreateCollisionData.h | ||
virtual bool SupportsBasePointDataInputs
(
FPCGContext* InContext |
Returns true if node supports any point data format. | Elements/PCGCreateCollisionData.h |