Navigation
API > API/Plugins > API/Plugins/PCG
Creates components and adds them to specified actors.
| Name | UPCGAddComponentSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGAddComponent.h |
| Include Path | #include "Elements/PCGAddComponent.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGAddComponentSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGAddComponentSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGAddComponentSettings
(
const FObjectInitializer& ObjectInitializer |
Elements/PCGAddComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorReferenceAttribute | FPCGAttributePropertyInputSelector | Specifies what attribute is used to derive actor reference | Elements/PCGAddComponent.h |
|
| bUseClassAttribute | bool | Controls whether component class selection will be done by attribute or from a constant defined in this node. | Elements/PCGAddComponent.h |
|
| ClassAttribute | FPCGAttributePropertyInputSelector | Specifies component class selection | Elements/PCGAddComponent.h |
|
| ComponentReferenceAttribute | FPCGAttributePropertyOutputNoSourceSelector | Specifies what attribute to write the component reference to. | Elements/PCGAddComponent.h |
|
| TemplateComponent | TObjectPtr< UActorComponent > | Elements/PCGAddComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetAllowTemplateComponentEditing() |
Elements/PCGAddComponent.h | ||
const TSubclassOf< UActorComponent > & GetTemplateComponentClass() |
Elements/PCGAddComponent.h | ||
void SetAllowTemplateComponentEditing
(
bool bInAllowTemplateComponentEditing |
Elements/PCGAddComponent.h | ||
void SetTemplateComponentClass
(
const TSubclassOf< UActorComponent >& InTemplateComponentClass |
Elements/PCGAddComponent.h |
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultNodeName() |
Elements/PCGAddComponent.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGAddComponent.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGAddComponent.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGAddComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Elements/PCGAddComponent.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Elements/PCGAddComponent.h | ||
virtual void PostEditUndo() |
Elements/PCGAddComponent.h | ||
virtual void PostLoad() |
Elements/PCGAddComponent.h | ||
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
Elements/PCGAddComponent.h | ||
virtual void PreEditUndo() |
Elements/PCGAddComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanEditActorReference() |
Elements/PCGAddComponent.h |
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGAddComponent.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/PCGAddComponent.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGAddComponent.h |