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Builds a collection of PCG-compatible data from the selected actors.
| Name | UPCGDataFromActorSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGDataFromActor.h |
| Include Path | #include "Elements/PCGDataFromActor.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGDataFromActorSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGDataFromActorSettings
Derived Classes
UPCGDataFromActorSettings derived class hierarchy
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorSelector | FPCGActorSelectorSettings | Describes which actors to select for data collection. | Elements/PCGDataFromActor.h |
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| AllowedGrids | int32 | Select which grid sizes to consider when collecting data from partitioned PCG components. | Elements/PCGDataFromActor.h |
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| bAlsoOutputSinglePointData | bool | Also produces a single point data at the actor location. | Elements/PCGDataFromActor.h |
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| bAlwaysRequeryActors | bool | If this is true, we will never put this element in cache, and will always try to re-query the actors and read the latest data from them. | Elements/PCGDataFromActor.h |
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| bComponentsMustOverlapSelf | bool | Only get data from components which overlap with the bounds of your source component. | Elements/PCGDataFromActor.h |
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| bDisplayModeSettings | bool | Elements/PCGDataFromActor.h |
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| bGetDataOnAllGrids | bool | Get data from all grid sizes if there is a partitioned PCG component on the actor, instead of a specific set of grid sizes. | Elements/PCGDataFromActor.h |
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| bIgnorePCGGeneratedComponents | bool | Ignores any component that was spawned by PCG. | Elements/PCGDataFromActor.h |
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| bMergeSinglePointData | bool | Merges all the single point data outputs into a single point data. | Elements/PCGDataFromActor.h |
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| bSilenceReservedAttributeNameWarnings | bool | Silence warnings that attribute names were rejected because they clash with reserved names. | Elements/PCGDataFromActor.h |
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| bSilenceSanitizedAttributeNameWarnings | bool | Silence warnings that attribute names were sanitized to replace invalid characters. | Elements/PCGDataFromActor.h |
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| bTrackActorsOnlyWithinBounds | bool | If this is checked, found actors that are outside component bounds will not trigger a refresh. | Elements/PCGDataFromActor.h |
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| ComponentSelector | FPCGComponentSelectorSettings | Describes which components to select for the data collection. | Elements/PCGDataFromActor.h |
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| ExpectedPins | TArray< FName > | Provide pin names to match against the found component output pins. | Elements/PCGDataFromActor.h |
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| Mode | EPCGGetDataFromActorMode | Describes what kind of data we will collect from the found actor(s). | Elements/PCGDataFromActor.h |
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| PropertyName | FName | The property name on the found actor to create a data collection from. | Elements/PCGDataFromActor.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EPCGDataType GetDataFilter() |
Override this to filter what kinds of data should be retrieved from the actor(s). | Elements/PCGDataFromActor.h | |
virtual TSubclassOf< AActor > GetDefaultActorSelectorClass() |
Override this to change the default value the selector will revert to when changing the actor selection type | Elements/PCGDataFromActor.h |
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/PCGDataFromActor.h | |
virtual bool CanDynamicallyTrackKeys() |
Derived classes must implement this to communicate that they might have dynamic dependencies. | Elements/PCGDataFromActor.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/PCGDataFromActor.h | |
virtual FPCGDataTypeIdentifier GetCurrentPinTypesID
(
const UPCGPin* InPin |
Returns the current pin types, which can either be the static types from the pin properties, or a dynamic type based on connected edges. | Elements/PCGDataFromActor.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGDataFromActor.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGDataFromActor.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGDataFromActor.h | ||
virtual void GetStaticTrackedKeys
(
FPCGSelectionKeyToSettingsMap& OutKeysToSettings, |
Derived classes must implement this to communicate dependencies that are known statically. | Elements/PCGDataFromActor.h | |
virtual EPCGSettingsType GetType() |
Elements/PCGDataFromActor.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/PCGDataFromActor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Elements/PCGDataFromActor.h | ||
virtual void PostLoad() |
Elements/PCGDataFromActor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DisplayModeSettings() |
Elements/PCGDataFromActor.h |
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGDataFromActor.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Gets the change impact for a given property. | Elements/PCGDataFromActor.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/PCGDataFromActor.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGDataFromActor.h |