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Take all the entries/points from the input and perform a select operation on the given attribute/property on the given axis (if the attribute/property is a vector) and output the result into a ParamData. It will also output the selected point if the input is a PointData.
Only support vector attributes and scalar attributes.
CustomAxis is overridable.
In case of the median operation, and the number of elements is even, we arbitrarily chose a point (Index = Num / 2)
If the OutputAttributeName is None, we will use InputSource.GetName().
| Name | UPCGAttributeSelectSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGAttributeSelectElement.h |
| Include Path | #include "Elements/PCGAttributeSelectElement.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGAttributeSelectSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGAttributeSelectSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Axis | EPCGAttributeSelectAxis | Elements/PCGAttributeSelectElement.h |
|
|
| CustomAxis | FVector4 | Elements/PCGAttributeSelectElement.h |
|
|
| InputSource | FPCGAttributePropertyInputSelector | Elements/PCGAttributeSelectElement.h |
|
|
| Operation | EPCGAttributeSelectOperation | Elements/PCGAttributeSelectElement.h |
|
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| OutputAttributeName | FName | Elements/PCGAttributeSelectElement.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyDeprecation
(
UPCGNode* InOutNode |
Any final migration/recovery that can be done after pins are finalized. | Elements/PCGAttributeSelectElement.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/PCGAttributeSelectElement.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGAttributeSelectElement.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGAttributeSelectElement.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGAttributeSelectElement.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Elements/PCGAttributeSelectElement.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGAttributeSelectElement.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGAttributeSelectElement.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/PCGAttributeSelectElement.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGAttributeSelectElement.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InputAttributeName_DEPRECATED | FName | Elements/PCGAttributeSelectElement.h |