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API > API/Plugins > API/Plugins/PCG
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TUniquePtr< IPCGAttributeAccessor > PCGAttributeAccessorHelpers::CreatePropertyAccessor
(
const FProperty* InProperty |
Create an accessor for the given property. | Metadata/Accessors/PCGAttributeAccessorHelpers.h | |
TUniquePtr< IPCGAttributeAccessor > PCGAttributeAccessorHelpers::CreatePropertyAccessor
(
const FName InPropertyName, |
Look for a property in the provided class/struct and create an accessor for it. | Metadata/Accessors/PCGAttributeAccessorHelpers.h |
PCGAttributeAccessorHelpers::CreatePropertyAccessor(const FProperty *)
Description
Create an accessor for the given property. Property needs to be supported by PCG (cf. IsPropertyAccessorSupported).
| Name | PCGAttributeAccessorHelpers::CreatePropertyAccessor |
| Type | function |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Metadata/Accessors/PCGAttributeAccessorHelpers.h |
| Include Path | #include "Metadata/Accessors/PCGAttributeAccessorHelpers.h" |
| Source | /Engine/Plugins/PCG/Source/PCG/Private/Metadata/Accessors/PCGAttributeAccessorHelpers.cpp |
namespace PCGAttributeAccessorHelpers
{
TUniquePtr < IPCGAttributeAccessor > PCGAttributeAccessorHelpers::CreatePropertyAccessor
(
const FProperty * InProperty
)
}
PCGAttributeAccessorHelpers::CreatePropertyAccessor(const FName, const UStruct *)
Description
Look for a property in the provided class/struct and create an accessor for it. Property needs to be supported by PCG (cf. IsPropertyAccessorSupported).
| Name | PCGAttributeAccessorHelpers::CreatePropertyAccessor |
| Type | function |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Metadata/Accessors/PCGAttributeAccessorHelpers.h |
| Include Path | #include "Metadata/Accessors/PCGAttributeAccessorHelpers.h" |
| Source | /Engine/Plugins/PCG/Source/PCG/Private/Metadata/Accessors/PCGAttributeAccessorHelpers.cpp |
namespace PCGAttributeAccessorHelpers
{
TUniquePtr < IPCGAttributeAccessor > PCGAttributeAccessorHelpers::CreatePropertyAccessor
(
const FName InPropertyName,
const UStruct * InStruct
)
}