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Add a new attribute to a spatial data or an attribute set. New attribute can be a constant, hardcoded in the node, or can come from another Attribute Set. Can also add all the attributes coming from the other Attribute Set.
| Name | UPCGAddAttributeSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGCreateAttribute.h |
| Include Path | #include "Elements/PCGCreateAttribute.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGAddAttributeSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGAddAttributeSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGAddAttributeSettings() |
Elements/PCGCreateAttribute.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttributeTypes | FPCGMetadataTypesConstantStruct | Elements/PCGCreateAttribute.h |
|
|
| bCopyAllAttributes | bool | Elements/PCGCreateAttribute.h |
|
|
| bCopyAllDomains | bool | If checked, it is copying all attributes from all domains, as long as the source domain is supported on the target data. | Elements/PCGCreateAttribute.h |
|
| InputSource | FPCGAttributePropertyInputSelector | Elements/PCGCreateAttribute.h |
|
|
| MetadataDomainsMapping | TMap< FName, FName > | When copying all attributes, a mapping can be specified. | Elements/PCGCreateAttribute.h |
|
| OutputTarget | FPCGAttributePropertyOutputSelector | Elements/PCGCreateAttribute.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyDeprecation
(
UPCGNode* InOutNode |
Any final migration/recovery that can be done after pins are finalized. | Elements/PCGCreateAttribute.h | |
virtual void ApplyStructuralDeprecation
(
UPCGNode* InOutNode |
If settings require structural changes, this will apply them | Elements/PCGCreateAttribute.h | |
virtual FString GetAdditionalTitleInformation() |
Derived classes can implement this to expose additional information or context, such as an asset in use by the node. | Elements/PCGCreateAttribute.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGCreateAttribute.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGCreateAttribute.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGCreateAttribute.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/PCGCreateAttribute.h | |
virtual bool IsPinUsedByNodeExecution
(
const UPCGPin* InPin |
Returns true if InPin is in use by node (assuming node enabled). | Elements/PCGCreateAttribute.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanEditChange
(
const FProperty* InProperty |
Passthrough for the simpler method, to avoid modifying the child settings already overriding this method. | Elements/PCGCreateAttribute.h | |
virtual void PostLoad() |
Elements/PCGCreateAttribute.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGCreateAttribute.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGCreateAttribute.h | |
virtual TArray< FPCGPinProperties > InputPinProperties() |
Returns an array of all the input pin properties. You should not add manually a "params" pin, it is handled automatically by FillOverridableParamsPins. | Elements/PCGCreateAttribute.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGCreateAttribute.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OutputAttributeName_DEPRECATED | FName | Elements/PCGCreateAttribute.h | ||
| SourceParamAttributeName_DEPRECATED | FName | Elements/PCGCreateAttribute.h |