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Remove superfluous control points along the spline, such as those that are co-located or collinear.
| Name | UPCGCleanSplineSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGCleanSpline.h |
| Include Path | #include "Elements/PCGCleanSpline.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGCleanSplineSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGCleanSplineSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bFuseColocatedControlPoints | bool | Fuse control points that share the same location in world space, within a distance threshold. | Elements/PCGCleanSpline.h |
|
| bRemoveCollinearControlPoints | bool | Remove control points on linear sections of the spline that would otherwise have no effect on the final spline calculation. | Elements/PCGCleanSpline.h |
|
| bUseRadians | bool | Use radians directly, instead of degrees. | Elements/PCGCleanSpline.h |
|
| bUseSplineLocalSpace | bool | Use spline local space for the distance calculation, rather than world space. | Elements/PCGCleanSpline.h |
|
| CollinearAngleThreshold | double | A control point will be considered collinear if it is within this angle from the segment between its previous and next control points. | Elements/PCGCleanSpline.h |
|
| ColocationDistanceThreshold | double | Control points will be considered co-located if they are within this distance from one another. | Elements/PCGCleanSpline.h |
|
| FuseMode | EPCGControlPointFuseMode | Controls how two co-located points will be fused together. | Elements/PCGCleanSpline.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultNodeName() |
Elements/PCGCleanSpline.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGCleanSpline.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGCleanSpline.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGCleanSpline.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Elements/PCGCleanSpline.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGCleanSpline.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/PCGCleanSpline.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGCleanSpline.h |