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API > API/Plugins > API/Plugins/PCG
| Name | UPCGBlueprintBaseElement |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/Blueprint/PCGBlueprintBaseElement.h |
| Include Path | #include "Elements/Blueprint/PCGBlueprintBaseElement.h" |
Syntax
UCLASS (MinimalAPI, Abstract, BlueprintType, Blueprintable, HideCategories=(Object))
class UPCGBlueprintBaseElement : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGBlueprintBaseElement
Derived Classes
- UPCGBlueprintElement
- UPCGBlueprintPointProcessorElement
- UPCGBlueprintPointProcessorSimpleElement
- UPCGGeometryBlueprintElement
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bComputeFullDataCrc | bool | In cases where your node is non-cacheable but is likely to yield the same results on subsequent executions, this controls whether we will do a deep & computationally intensive CRC computation (true), which will allow cache usage in downstream nodes in your graph, or, by default (false), a shallow but quick crc computation which will not be cache-friendly. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| bEnablePreconfiguredSettings | bool | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| bExposeToLibrary | bool | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| bHasDefaultInPin | bool | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| bHasDefaultOutPin | bool | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| bHasDynamicPins | bool | If enabled, by default, the Out pin type will have the union of In pin types. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| bIsCacheable | bool | Controls whether results can be cached so we can bypass execution if the inputs & settings are the same in a subsequent execution. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| bOnlyExposePreconfiguredSettings | bool | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| bRequiresGameThread | bool | Controls whether this node execution can be run from a non-game thread. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| Category | FText | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| CustomInputPins | TArray< FPCGPinProperties > | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| CustomOutputPins | TArray< FPCGPinProperties > | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| DependencyParsingDepth | int32 | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| Description | FText | Elements/Blueprint/PCGBlueprintBaseElement.h |
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| OnBlueprintElementChangedDelegate | FOnPCGBlueprintElementChanged | Elements/Blueprint/PCGBlueprintBaseElement.h | ||
| PreconfiguredInfo | TArray< FPCGPreConfiguredSettingsInfo > | Elements/Blueprint/PCGBlueprintBaseElement.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyPreconfiguredSettings
(
const FPCGPreConfiguredSettingsInfo& InPreconfigureInfo |
Apply the preconfigured settings specified in the class default. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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TSet< FName > CustomInputLabels() |
Returns the labels of custom input pins only. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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TSet< FName > CustomOutputLabels() |
Returns the labels of custom output pins only. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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int32 DynamicPinTypesOverride
(
const UPCGSettings* InSettings, |
If Dynamic Pins is enabled in the BP settings, override this function to provide the type for the given pin. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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void Execute
(
const FPCGDataCollection& Input, |
Main execution function that will contain the logic for this PCG Element. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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FPCGBlueprintContextHandle GetContextHandle() |
Elements/Blueprint/PCGBlueprintBaseElement.h |
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bool GetInputPinByLabel
(
FName InPinLabel, |
Returns true if there is an input pin with the matching label. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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TArray< FPCGPinProperties > GetInputPins() |
Elements/Blueprint/PCGBlueprintBaseElement.h |
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bool GetOutputPinByLabel
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FName InPinLabel, |
Returns true if there is an output pin with the matching label. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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TArray< FPCGPinProperties > GetOutputPins() |
Elements/Blueprint/PCGBlueprintBaseElement.h |
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FRandomStream GetRandomStreamWithContext
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const FPCGBlueprintContextHandle& InContextHandle |
Creates a random stream from the settings & source component | Elements/Blueprint/PCGBlueprintBaseElement.h |
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int32 GetSeedWithContext
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const FPCGBlueprintContextHandle& InContextHandle |
Gets the seed from the associated settings & source component | Elements/Blueprint/PCGBlueprintBaseElement.h |
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virtual UWorld * GetWorld() |
Needed to be able to call certain blueprint functions | Elements/Blueprint/PCGBlueprintBaseElement.h | |
void Initialize() |
Called after object creation to setup the object callbacks | Elements/Blueprint/PCGBlueprintBaseElement.h | |
bool IsCacheableOverride () |
Override for the IsCacheable node property when it depends on the settings in your node. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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FLinearColor NodeColorOverride() |
Override for the default node color. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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FName NodeTitleOverride() |
Override for the default node name | Elements/Blueprint/PCGBlueprintBaseElement.h |
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EPCGSettingsType NodeTypeOverride() |
Override to change the node type. | Elements/Blueprint/PCGBlueprintBaseElement.h |
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void SetCurrentContext
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FPCGContext* InCurrentContext |
Called after the element duplication during execution to be able to get the context easily - internal call only | Elements/Blueprint/PCGBlueprintBaseElement.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Elements/Blueprint/PCGBlueprintBaseElement.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Elements/Blueprint/PCGBlueprintBaseElement.h | ||
virtual void PostLoad() |
Elements/Blueprint/PCGBlueprintBaseElement.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnDependencyChanged
(
UObject* Object, |
Elements/Blueprint/PCGBlueprintBaseElement.h | ||
void UpdateDependencies() |
Elements/Blueprint/PCGBlueprintBaseElement.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FString GetParentClassName() |
Used for filtering | Elements/Blueprint/PCGBlueprintBaseElement.h | |
static FPCGContext * ResolveContext() |
Tries to resolve current Context from thread local BP stack | Elements/Blueprint/PCGBlueprintBaseElement.h |