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| Name | UPCGCopyAttributesSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGCopyAttributes.h |
| Include Path | #include "Elements/PCGCopyAttributes.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGCopyAttributesSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGCopyAttributesSettings
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGCopyAttributesSettings() |
Elements/PCGCopyAttributes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCopyAllAttributes | bool | Elements/PCGCopyAttributes.h |
|
|
| bCopyAllDomains | bool | If checked, it is copying all attributes from all domains, as long as the source domain is supported on the target data. | Elements/PCGCopyAttributes.h |
|
| InputSource | FPCGAttributePropertyInputSelector | Elements/PCGCopyAttributes.h |
|
|
| MetadataDomainsMapping | TMap< FName, FName > | When copying all attributes, a mapping can be specified. | Elements/PCGCopyAttributes.h |
|
| Operation | EPCGCopyAttributesOperation | Elements/PCGCopyAttributes.h |
|
|
| OutputTarget | FPCGAttributePropertyOutputSelector | Elements/PCGCopyAttributes.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bWasDeprecated | bool | To know if we need to reconnect Target to Source. | Elements/PCGCopyAttributes.h |
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyDeprecation
(
UPCGNode* InOutNode |
Any final migration/recovery that can be done after pins are finalized. | Elements/PCGCopyAttributes.h | |
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/PCGCopyAttributes.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/PCGCopyAttributes.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGCopyAttributes.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGCopyAttributes.h | ||
| List of extra aliases that will be added to the node list in the Editor.Useful when we rename a node, but we still want the user to find the old one. | Elements/PCGCopyAttributes.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGCopyAttributes.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGCopyAttributes.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/PCGCopyAttributes.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGCopyAttributes.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGCopyAttributes.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/PCGCopyAttributes.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGCopyAttributes.h |