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Cast an attribute to another type. Support broadcastable cast (like double -> FVector) and constructible cast (like double -> float)
| Name | UPCGAttributeCastSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/Metadata/PCGAttributeCast.h |
| Include Path | #include "Elements/Metadata/PCGAttributeCast.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGAttributeCastSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGAttributeCastSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InputSource | FPCGAttributePropertyInputSelector | Elements/Metadata/PCGAttributeCast.h |
|
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| OutputTarget | FPCGAttributePropertyOutputSelector | Elements/Metadata/PCGAttributeCast.h |
|
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| OutputType | EPCGMetadataTypes | Elements/Metadata/PCGAttributeCast.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName AdditionalTaskName() |
Elements/Metadata/PCGAttributeCast.h | ||
virtual void ApplyPreconfiguredSettings
(
const FPCGPreConfiguredSettingsInfo& PreconfiguredInfo |
Elements/Metadata/PCGAttributeCast.h | ||
virtual FPCGElementPtr CreateElement() |
Elements/Metadata/PCGAttributeCast.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/Metadata/PCGAttributeCast.h | |
virtual FName GetDefaultNodeName() |
Elements/Metadata/PCGAttributeCast.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/Metadata/PCGAttributeCast.h | ||
virtual TArray< FPCGPreConfiguredSettingsInfo > GetPreconfiguredInfo() |
Return preconfigured info that will be filled in the editor palette action, allowing to create pre-configured settings | Elements/Metadata/PCGAttributeCast.h | |
virtual EPCGSettingsType GetType() |
Elements/Metadata/PCGAttributeCast.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/Metadata/PCGAttributeCast.h | |
virtual bool OnlyExposePreconfiguredSettings() |
If there are preconfigured info, we can skip the default settings and only expose pre-configured actions in the editor palette | Elements/Metadata/PCGAttributeCast.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/Metadata/PCGAttributeCast.h |