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@todo_pcg:
- Provide a tooltip or other feedback to dynamically generate the expected format to make it easier for the user to consume.
- Abstract this out to an API and have the node leverage the API.
- Each Data Type can be in charge of the default "selection" of properties/attributes. Exports the selected attributes directly to file in a specified format. Note: This node is only operational on traditional development platforms (Windows, Linux, Mac) where the Editor can be used.
| Name | UPCGExportSelectedAttributesSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/IO/PCGExportSelectedAttributes.h |
| Include Path | #include "Elements/IO/PCGExportSelectedAttributes.h" |
Syntax
UCLASS (BlueprintType, MinimalAPI, ClassGroup=(Procedural))
class UPCGExportSelectedAttributesSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGExportSelectedAttributesSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGExportSelectedAttributesSettings() |
Elements/IO/PCGExportSelectedAttributes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttributeSelectors | TArray< FPCGAttributePropertyInputSelector > | The attributes to use as sources for the data export. | Elements/IO/PCGExportSelectedAttributes.h |
|
| bAddCustomDataVersion | bool | Elements/IO/PCGExportSelectedAttributes.h |
|
|
| bExportAllAttributes | bool | Elements/IO/PCGExportSelectedAttributes.h |
|
|
| CustomVersion | int32 | Extra user version for any special requirements. Must be >= 0. | Elements/IO/PCGExportSelectedAttributes.h |
|
| FileName | FString | The file name (without extension) to export the data. | Elements/IO/PCGExportSelectedAttributes.h |
|
| Format | EPCGExportAttributesFormat | Data will be exported to a local file in this format. | Elements/IO/PCGExportSelectedAttributes.h |
|
| Layout | EPCGExportAttributesLayout | Determines how the data will be laid out in the export. | Elements/IO/PCGExportSelectedAttributes.h |
|
| Path | FDirectoryPath | The directory to save the data within. If none is selected a dialog will open by default. | Elements/IO/PCGExportSelectedAttributes.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultNodeName() |
Elements/IO/PCGExportSelectedAttributes.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/IO/PCGExportSelectedAttributes.h | ||
virtual FText GetNodeTooltipText() |
Elements/IO/PCGExportSelectedAttributes.h | ||
virtual EPCGSettingsType GetType() |
Elements/IO/PCGExportSelectedAttributes.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/IO/PCGExportSelectedAttributes.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/IO/PCGExportSelectedAttributes.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/IO/PCGExportSelectedAttributes.h |