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API > API/Plugins > API/Plugins/PCG
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UPCGData
- UPCGSettingsInterface
- UPCGSettings
- UPCGBaseSubgraphSettings
- UPCGSpawnActorSettings
- UPCGSubgraphSettings
- UPCGLoopSettings
References
| Module | PCG |
| Header | /Engine/Plugins/Experimental/PCG/Source/PCG/Public/PCGSubgraph.h |
| Include | #include "PCGSubgraph.h" |
Syntax
UCLASS&40;Abstract&41;
class UPCGBaseSubgraphSettings : public UPCGSettings
Functions
| Type | Name | Description | |
|---|---|---|---|
| UPCGGraph * | GetSubgraph () |
||
| UPCGGraphInterface * | |||
| bool | Returns true if the subgraphs nodes were not inlined into the parent graphs tasks during compilation. | ||
| void | OnSubgraphChanged
(
UPCGGraphInterface* InGraph, |
||
| void | SetSubgraph
(
UPCGGraphInterface* InGraph |
Use this method from the outside to set the subgraph, as it will connect editor callbacks. | |
| void | SetSubgraphInternal
(
UPCGGraphInterface* InGraph |
Overridden from UPCGSettings
| Type | Name | Description | |
|---|---|---|---|
| void | There is a weird issue where the BP class is not set correctly in some Server cases. | ||
| TArray< FPCGSettingsOverridableParam > | Can be overridden to add more custom params (like in BP). | ||
| void | GetTrackedActorKeys
(
FPCGActorSelectionKeyToSettingsMap& OutKeysToSettings, |
Derived classes must implement this to communicate dependencies on external actors | |
| TArray< FPCGPinProperties > | Returns an array of all the input pin properties. You should not add manually a "params" pin, it is handled automatically by FillOverridableParamsPins. | ||
| bool | IsStructuralProperty
(
const FName& InPropertyName |
||
| TArray< FPCGPinProperties > |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | ||
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally |