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API > API/Plugins > API/Plugins/PCG
| Name | FPCGSpawnActorElement |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGSpawnActor.h |
| Include Path | #include "Elements/PCGSpawnActor.h" |
Syntax
class FPCGSpawnActorElement : public FPCGSubgraphElement
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/PCGSpawnActor.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/PCGSpawnActor.h | |
virtual bool IsPassthrough
(
const UPCGSettings* InSettings |
Used to specify that the element passes through the data without any manipulation - used to correct target pins, etc. | Elements/PCGSpawnActor.h | |
virtual bool SupportsBasePointDataInputs
(
FPCGContext* InContext |
Returns true if node supports any point data format. | Elements/PCGSpawnActor.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/PCGSpawnActor.h |