Navigation
API > API/Plugins > API/Plugins/PCG
Routes input data to one of two outputs, based on a boolean condition.
| Name | UPCGBranchSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/ControlFlow/PCGBranch.h |
| Include Path | #include "Elements/ControlFlow/PCGBranch.h" |
Syntax
UCLASS (BlueprintType, ClassGroup=(Procedural), Meta=(Keywords="if bool switch"))
class UPCGBranchSettings : public UPCGControlFlowSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGControlFlowSettings → UPCGBranchSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bOutputToB | bool | Elements/ControlFlow/PCGBranch.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultNodeName() |
Elements/ControlFlow/PCGBranch.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/ControlFlow/PCGBranch.h | ||
virtual FText GetNodeTooltipText() |
Elements/ControlFlow/PCGBranch.h | ||
virtual EPCGSettingsType GetType() |
Elements/ControlFlow/PCGBranch.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/ControlFlow/PCGBranch.h | |
virtual bool IsPinStaticallyActive
(
const FName& OutputPinLabel |
True if we know prior to execution that the given pin will be active (not on inactive branch). | Elements/ControlFlow/PCGBranch.h | |
virtual bool IsPinUsedByNodeExecution
(
const UPCGPin* InPin |
Returns true if InPin is in use by node (assuming node enabled). | Elements/ControlFlow/PCGBranch.h | |
virtual bool OutputPinsCanBeDeactivated() |
Whether this node can deactivate its output pins during execution, which can dynamically cull downstream nodes. | Elements/ControlFlow/PCGBranch.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/ControlFlow/PCGBranch.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/ControlFlow/PCGBranch.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/ControlFlow/PCGBranch.h |