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Filter elements by attribute 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:
- Threshold on property by constant (A.Density > 0.5)
- Threshold on attribute by constant (A.aaa != "bob")
- Threshold on property by metadata attribute(A.density >= B.bbb)
- Threshold on property by property(A.density <= B.steepness)
- Threshold on attribute by metadata attribute(A.aaa < B.bbb)
- Threshold on attribute by property(A.aaa == B.color)
| Name | UPCGAttributeFilteringSettings |
| 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 UPCGAttributeFilteringSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGAttributeFilteringSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGAttributeFilteringSettings() |
Elements/PCGAttributeFilter.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttributeTypes | FPCGMetadataTypesConstantStruct | Elements/PCGAttributeFilter.h |
|
|
| 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 | |
| bUseConstantThreshold | bool | Threshold property/attribute/constant related properties | Elements/PCGAttributeFilter.h |
|
| bUseSpatialQuery | bool | This value is now false by default (changed in the ctor) | 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 |
|
| Operator | EPCGAttributeFilterOperator | Elements/PCGAttributeFilter.h |
|
|
| TargetAttribute | FPCGAttributePropertyInputSelector | Target property/attribute related properties | Elements/PCGAttributeFilter.h |
|
| ThresholdAttribute | FPCGAttributePropertyInputSelector | 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 and Point Filter 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 |