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API > API/Plugins > API/Plugins/PCG
| Name | UPCGBlueprintSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGExecuteBlueprint.h |
| Include Path | #include "Elements/PCGExecuteBlueprint.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGBlueprintSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGBlueprintSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGBlueprintSettings() |
Elements/PCGExecuteBlueprint.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TObjectPtr< UPCGBlueprintBaseElement > GetElementInstance() |
Elements/PCGExecuteBlueprint.h | ||
TObjectPtr< UPCGBlueprintBaseElement > GetElementObject() |
Elements/PCGExecuteBlueprint.h | ||
TSubclassOf< UPCGBlueprintBaseElement > GetElementType() |
Elements/PCGExecuteBlueprint.h |
|
|
void SetBlueprintElementType
(
TSubclassOf< UPCGBlueprintBaseElement > InElementType, |
Elements/PCGExecuteBlueprint.h |
|
|
void SetElementType
(
TSubclassOf< UPCGBlueprintElement > InElementType, |
Deprecated: use SetBlueprintElementType instead. | Elements/PCGExecuteBlueprint.h |
|
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyDeprecationBeforeUpdatePins
(
UPCGNode* InOutNode, |
UpdatePins will kick off invalid edges, so this is useful for moving edges around in case of pin changes. | Elements/PCGExecuteBlueprint.h | |
virtual void ApplyPreconfiguredSettings
(
const FPCGPreConfiguredSettingsInfo& InPreconfiguredsInfo |
Elements/PCGExecuteBlueprint.h | ||
virtual bool CanCullTaskIfUnwired() |
This node may have side effects, don't assume we can cull even when unwired. | Elements/PCGExecuteBlueprint.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/PCGExecuteBlueprint.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/PCGExecuteBlueprint.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGExecuteBlueprint.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGExecuteBlueprint.h | ||
virtual UObject * GetJumpTargetForDoubleClick () |
Override this class to provide an UObject to jump to in case of double click on node ie. returning a blueprint instance will open the given blueprint in its editor. | Elements/PCGExecuteBlueprint.h | |
virtual FLinearColor GetNodeTitleColor() |
Elements/PCGExecuteBlueprint.h | ||
virtual TArray< FPCGPreConfiguredSettingsInfo > GetPreconfiguredInfo() |
Return preconfigured info that will be filled in the editor palette action, allowing to create pre-configured settings | Elements/PCGExecuteBlueprint.h | |
virtual void GetStaticTrackedKeys
(
FPCGSelectionKeyToSettingsMap& OutKeysToSettings, |
Derived classes must implement this to communicate dependencies that are known statically. | Elements/PCGExecuteBlueprint.h | |
virtual EPCGSettingsType GetType() |
Elements/PCGExecuteBlueprint.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/PCGExecuteBlueprint.h | |
virtual bool HasFlippedTitleLines() |
Display generated title line as primary title (example: BP nodes display the blueprint name as the primary title). | Elements/PCGExecuteBlueprint.h | |
virtual bool HasOverridableParams () |
To be removed when we support automatic override of BP params. | Elements/PCGExecuteBlueprint.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/PCGExecuteBlueprint.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/PCGExecuteBlueprint.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGExecuteBlueprint.h | ||
virtual bool UseSeed () |
By default, settings do not use a seed. | Elements/PCGExecuteBlueprint.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Elements/PCGExecuteBlueprint.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Elements/PCGExecuteBlueprint.h | ||
virtual void PostLoad() |
Elements/PCGExecuteBlueprint.h | ||
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
Elements/PCGExecuteBlueprint.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnBlueprintChanged
(
UBlueprint* InBlueprint |
Elements/PCGExecuteBlueprint.h | ||
void OnBlueprintElementChanged
(
UPCGBlueprintBaseElement* InElement |
Elements/PCGExecuteBlueprint.h | ||
| Elements/PCGExecuteBlueprint.h | |||
void RefreshBlueprintElement() |
Elements/PCGExecuteBlueprint.h | ||
void SetupBlueprintElementEvent() |
Elements/PCGExecuteBlueprint.h | ||
void SetupBlueprintEvent() |
Elements/PCGExecuteBlueprint.h | ||
void TeardownBlueprintElementEvent() |
Elements/PCGExecuteBlueprint.h | ||
void TeardownBlueprintEvent() |
Elements/PCGExecuteBlueprint.h |
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGExecuteBlueprint.h | ||
virtual void FixingOverridableParamPropertyClass
(
FPCGSettingsOverridableParam& Param |
There is a weird issue where the BP class is not set correctly in some Server cases. | Elements/PCGExecuteBlueprint.h | |
virtual TArray< FPCGSettingsOverridableParam > GatherOverridableParams() |
Can be overridden to add more custom params (like in BP). | Elements/PCGExecuteBlueprint.h | |
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGExecuteBlueprint.h |