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Apply property overrides and executes functions on a target actor.
| Name | UPCGApplyOnActorSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGApplyOnActor.h |
| Include Path | #include "Elements/PCGApplyOnActor.h" |
Syntax
UCLASS (BlueprintType)
class UPCGApplyOnActorSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGApplyOnActorSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bPropagateObjectChangeEvent | bool | Overrides can propagate the change to the object if it is necessary. | Elements/PCGApplyOnActor.h |
|
| bSilenceErrorOnEmptyObjectPath | bool | Opt-in option to silence errors when the path is Empty or nothing to extract. | Elements/PCGApplyOnActor.h |
|
| bSynchronousLoad | bool | By default, object loading is asynchronous, can force it synchronous if needed. | Elements/PCGApplyOnActor.h |
|
| ObjectReferenceAttribute | FPCGAttributePropertyInputSelector | If something is connected in the In pin, will look for this attribute values to load, representing the object reference. | Elements/PCGApplyOnActor.h |
|
| PostProcessFunctionNames | TArray< FName > | Specify a list of functions to be called on the target actor. | Elements/PCGApplyOnActor.h |
|
| PropertyOverrideDescriptions | TArray< FPCGObjectPropertyOverrideDescription > | Override the default property values on the target actor. Applied before post-process functions. | Elements/PCGApplyOnActor.h |
|
| TargetActor | TSoftObjectPtr< AActor > | Provides a single target actor to apply on, used only if the 'In' pin is not connected. | Elements/PCGApplyOnActor.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyDeprecationBeforeUpdatePins
(
UPCGNode* InOutNode, |
UpdatePins will kick off invalid edges, so this is useful for moving edges around in case of pin changes. | Elements/PCGApplyOnActor.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGApplyOnActor.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGApplyOnActor.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGApplyOnActor.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGApplyOnActor.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/PCGApplyOnActor.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGApplyOnActor.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/PCGApplyOnActor.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGApplyOnActor.h |