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Attribute filter on range that allows to do "A op B" type filtering, where A is the input spatial data or Attribute set, and B is either a constant, another spatial data (if input is a spatial data), an Attribute set (in filter) or the input itself. The filtering can be done either on properties or attributes. Some examples (that might not make sense, but are valid):
- Threshold on property by constant (A.Density in [0.2, 0.5])
- Threshold on attribute by constant (A.aaa in [0.4, 0.6])
- Threshold on property by metadata attribute(A.density in [B.bbmin, B.bbmax])
- Threshold on property by property(A.density in [B.position.x, B.steepness])
- Threshold on attribute by metadata attribute(A.aaa in [B.bbmin, B.bbmax])
- Threshold on attribute by property(A.aaa in [B.position, B.scale])
| Name | UPCGAttributeFilteringRangeSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGAttributeFilter.h |
| Include Path | #include "Elements/PCGAttributeFilter.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGAttributeFilteringRangeSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGAttributeFilteringRangeSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGAttributeFilteringRangeSettings() |
Elements/PCGAttributeFilter.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bGenerateOutputDataEvenIfEmpty | bool | Always generate output data (possibly empty) for both the in and out filters, even if all/none of the elements were filtered. | Elements/PCGAttributeFilter.h |
|
| bHasSpatialToPointDeprecation | bool | Hidden value to indicate that Spatial -> Point deprecation is on where pins are not explicitly points. | Elements/PCGAttributeFilter.h | |
| bWarnOnDataMissingAttribute | bool | Controls whether the node will emit a warning when the input data or the filter data doesn't have the attribute to filter on. | Elements/PCGAttributeFilter.h |
|
| MaxThreshold | FPCGAttributeFilterThresholdSettings | Elements/PCGAttributeFilter.h |
|
|
| MinThreshold | FPCGAttributeFilterThresholdSettings | Threshold property/attribute/constant related properties | Elements/PCGAttributeFilter.h |
|
| TargetAttribute | FPCGAttributePropertyInputSelector | Target property/attribute related properties | Elements/PCGAttributeFilter.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyPreconfiguredSettings
(
const FPCGPreConfiguredSettingsInfo& PreconfigureInfo |
Elements/PCGAttributeFilter.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/PCGAttributeFilter.h | |
virtual FPCGDataTypeIdentifier GetCurrentPinTypesID
(
const UPCGPin* InPin |
Returns the current pin types, which can either be the static types from the pin properties, or a dynamic type based on connected edges. | Elements/PCGAttributeFilter.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGAttributeFilter.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGAttributeFilter.h | ||
virtual TArray< FPCGPreConfiguredSettingsInfo > GetPreconfiguredInfo() |
Expose 2 nodes: "Attribute Filter Range" and "Point Filter Range" that will not have the same defaults. | Elements/PCGAttributeFilter.h | |
virtual EPCGSettingsType GetType() |
Elements/PCGAttributeFilter.h | ||
virtual bool GroupPreconfiguredSettings() |
If there are preconfigured info, decide if they are grouped in the palette in a folder with the node name, or if they are not grouped. | Elements/PCGAttributeFilter.h | |
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/PCGAttributeFilter.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/PCGAttributeFilter.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Elements/PCGAttributeFilter.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGAttributeFilter.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/PCGAttributeFilter.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGAttributeFilter.h |