Navigation
API > API/Plugins > API/Plugins/PCG
| Name | FPCGIndirectionElement |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGIndirectionElement.h |
| Include Path | #include "Elements/PCGIndirectionElement.h" |
Syntax
class FPCGIndirectionElement : 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/PCGIndirectionElement.h | |
virtual bool IsCacheable
(
const UPCGSettings* InSettings |
TODO: investigate how we could make this cacheable, might require to pass in context instead of settings. | Elements/PCGIndirectionElement.h |
Protected
Overridden from IPCGElement
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGContext * CreateContext() |
Let each element optionally act as a concrete factory for its own context | Elements/PCGIndirectionElement.h | |
virtual bool ExecuteInternal
(
FPCGContext* Context |
Core execution method for the given element. Will be called until it returns true. | Elements/PCGIndirectionElement.h | |
virtual bool PrepareDataInternal
(
FPCGContext* InContext |
Elements/PCGIndirectionElement.h | ||
virtual bool SupportsBasePointDataInputs
(
FPCGContext* InContext |
Returns true if node supports any point data format. | Elements/PCGIndirectionElement.h | |
virtual bool SupportsGPUResidentData
(
FPCGContext* InContext |
Returns true if node supports data objects that are only resident on GPU (not CPU). | Elements/PCGIndirectionElement.h |