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PCG node that creates a spline presentation from the input points data, with optional tangents
| Name | UPCGCreateSplineSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGCreateSpline.h |
| Include Path | #include "Elements/PCGCreateSpline.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGCreateSplineSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGCreateSplineSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGCreateSplineSettings() |
Elements/PCGCreateSpline.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ArriveTangentAttribute | FName | Elements/PCGCreateSpline.h |
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| bApplyCustomTangents | bool | Allow to specify custom tangents for each point, as an attribute. | Elements/PCGCreateSpline.h |
|
| bClosedLoop | bool | Elements/PCGCreateSpline.h |
|
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| bLinear | bool | Controls whether the segment between control points is a curve (when false) or a straight line (when true). | Elements/PCGCreateSpline.h |
|
| LeaveTangentAttribute | FName | Elements/PCGCreateSpline.h |
|
|
| Mode | EPCGCreateSplineMode | Elements/PCGCreateSpline.h |
|
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| PostProcessFunctionNames | TArray< FName > | Specify a list of functions to be called on the target actor after spline creation. | Elements/PCGCreateSpline.h |
|
| TargetActor | TSoftObjectPtr< AActor > | Elements/PCGCreateSpline.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultNodeName() |
Elements/PCGCreateSpline.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGCreateSpline.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGCreateSpline.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGCreateSpline.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/PCGCreateSpline.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGCreateSpline.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGCreateSpline.h |