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API > API/Plugins > API/Plugins/PCG
| Name | UPCGCreateTargetActor |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGCreateTargetActor.h |
| Include Path | #include "Elements/PCGCreateTargetActor.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGCreateTargetActor : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGCreateTargetActor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGCreateTargetActor
(
const FObjectInitializer& ObjectInitializer |
Elements/PCGCreateTargetActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorLabel | FString | Name of the actor that will be created. | Elements/PCGCreateTargetActor.h |
|
| ActorPivot | FTransform | Transform of the actor that will be created. | Elements/PCGCreateTargetActor.h |
|
| AttachOptions | EPCGAttachOptions | Elements/PCGCreateTargetActor.h |
|
|
| bDeleteActorsBeforeGeneration | bool | Elements/PCGCreateTargetActor.h |
|
|
| CommaSeparatedActorTags | FString | Comma-separated list of tags to add to the newly created target actor. | Elements/PCGCreateTargetActor.h |
|
| DataLayerSettings | FPCGDataLayerSettings | Elements/PCGCreateTargetActor.h |
|
|
| HLODSettings | FPCGHLODSettings | Elements/PCGCreateTargetActor.h |
|
|
| PostProcessFunctionNames | TArray< FName > | Specify a list of functions to be called on the target actor after creation. | Elements/PCGCreateTargetActor.h |
|
| PropertyOverrideDescriptions | TArray< FPCGObjectPropertyOverrideDescription > | Override the default property values on the created target actor. | Elements/PCGCreateTargetActor.h |
|
| RootActor | TSoftObjectPtr< AActor > | Actor to attach to if the option is Attached. Default to the Component owner. | Elements/PCGCreateTargetActor.h |
|
| TemplateActor | TObjectPtr< AActor > | Elements/PCGCreateTargetActor.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetAllowTemplateActorEditing() |
Elements/PCGCreateTargetActor.h | ||
const TSubclassOf< AActor > & GetTemplateActorClass() |
Elements/PCGCreateTargetActor.h | ||
void SetAllowTemplateActorEditing
(
bool bInAllowTemplateActorEditing |
Elements/PCGCreateTargetActor.h | ||
void SetTemplateActorClass
(
const TSubclassOf< AActor >& InTemplateActorClass |
Elements/PCGCreateTargetActor.h |
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultNodeName() |
Elements/PCGCreateTargetActor.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGCreateTargetActor.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGCreateTargetActor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Elements/PCGCreateTargetActor.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Elements/PCGCreateTargetActor.h | ||
virtual void PostEditUndo() |
Elements/PCGCreateTargetActor.h | ||
virtual void PostLoad() |
Elements/PCGCreateTargetActor.h | ||
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
Elements/PCGCreateTargetActor.h | ||
virtual void PreEditUndo() |
Elements/PCGCreateTargetActor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Elements/PCGCreateTargetActor.h | |||
void SetupBlueprintEvent() |
Elements/PCGCreateTargetActor.h | ||
void TeardownBlueprintEvent() |
Elements/PCGCreateTargetActor.h |
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGCreateTargetActor.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGCreateTargetActor.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/PCGCreateTargetActor.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGCreateTargetActor.h |