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API > API/Plugins > API/Plugins/PCG
| Name | FPCGExecuteBlueprintElement |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGExecuteBlueprint.h |
| Include Path | #include "Elements/PCGExecuteBlueprint.h" |
Syntax
class FPCGExecuteBlueprintElement : public IPCGElement
Implements Interfaces
Functions
Public
Overridden from IPCGElement
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanExecuteOnlyOnMainThread
(
FPCGContext* Context |
Returns true if the element, in its current phase can be executed only from the main thread | Elements/PCGExecuteBlueprint.h | |
virtual bool IsCacheable
(
const UPCGSettings* InSettings |
Returns true if the node can be cached (e.g. does not create artifacts & does not depend on untracked data | Elements/PCGExecuteBlueprint.h | |
virtual bool ShouldComputeFullOutputDataCrc
(
FPCGContext* Context |
Whether to do a 'deep' fine-grained CRC of the output data to pass to downstream nodes. | Elements/PCGExecuteBlueprint.h | |
virtual bool ShouldVerifyIfOutputsAreUsedMultipleTimes
(
const UPCGSettings* InSettings |
Set it to true by default, if there is a performance concern, we can expose a bool in the element class. | Elements/PCGExecuteBlueprint.h | |
virtual bool SupportsBasePointDataInputs
(
FPCGContext* InContext |
Returns true if node supports any point data format. | Elements/PCGExecuteBlueprint.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/PCGExecuteBlueprint.h | |
virtual FPCGContext * Initialize
(
const FPCGInitializeElementParams& InParams |
Creates a custom context object paired to this element | Elements/PCGExecuteBlueprint.h | |
virtual void PostExecuteInternal
(
FPCGContext* Context |
Core post execute method for the given element. | Elements/PCGExecuteBlueprint.h |