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API > API/Plugins > API/Plugins/PCG
Creates a new Attribute Set.
| Name | UPCGCreateAttributeSetSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGCreateAttribute.h |
| Include Path | #include "Elements/PCGCreateAttribute.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGCreateAttributeSetSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGCreateAttributeSetSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttributeTypes | FPCGMetadataTypesConstantStruct | Elements/PCGCreateAttribute.h |
|
|
| OutputTarget | FPCGAttributePropertyOutputNoSourceSelector | Elements/PCGCreateAttribute.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyPreconfiguredSettings
(
const FPCGPreConfiguredSettingsInfo& PreconfigureInfo |
Elements/PCGCreateAttribute.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/PCGCreateAttribute.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGCreateAttribute.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGCreateAttribute.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/PCGCreateAttribute.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGCreateAttribute.h | ||
virtual TArray< FPCGPreConfiguredSettingsInfo > GetPreconfiguredInfo() |
Return preconfigured info that will be filled in the editor palette action, allowing to create pre-configured settings | Elements/PCGCreateAttribute.h | |
virtual EPCGSettingsType GetType() |
Elements/PCGCreateAttribute.h | ||
virtual bool GroupPreconfiguredSettings() |
If there are preconfigured info, decide if they are grouped in the palette in a folder with the node name, or if they are not grouped. | Elements/PCGCreateAttribute.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/PCGCreateAttribute.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Elements/PCGCreateAttribute.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ConvertNode
(
const FPCGPreconfiguredInfo& ConversionInfo |
Convert this owning node into the corresponding target. Returns true upon success. | Elements/PCGCreateAttribute.h | |
virtual FPCGElementPtr CreateElement() |
Elements/PCGCreateAttribute.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGCreateAttribute.h | |
virtual TArray< FPCGPreconfiguredInfo > GetConversionInfo() |
The predefined parameters defining the conversion. | Elements/PCGCreateAttribute.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/PCGCreateAttribute.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGCreateAttribute.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OutputAttributeName_DEPRECATED | FName | Elements/PCGCreateAttribute.h |