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Separates data on whether they have a specific metadata attribute, depending on some criteria on attribute values.
| Name | UPCGFilterByAttributeSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGFilterByAttribute.h |
| Include Path | #include "Elements/PCGFilterByAttribute.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGFilterByAttributeSettings : public UPCGFilterDataBaseSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGFilterDataBaseSettings → UPCGFilterByAttributeSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Attribute | FName | Comma-separated list of attributes to look for | Elements/PCGFilterByAttribute.h |
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| bIgnoreProperties | bool | Controls whether properties (denoted by $) will be considered in the filter or not. | Elements/PCGFilterByAttribute.h |
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| FilterByValueMode | EPCGFilterByAttributeValueMode | Elements/PCGFilterByAttribute.h |
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| FilterMode | EPCGFilterByAttributeMode | Elements/PCGFilterByAttribute.h |
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| FilterOperator | EPCGAttributeFilterOperator | Elements/PCGFilterByAttribute.h |
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| MaxThreshold | FPCGFilterByAttributeThresholdSettingsRange | Elements/PCGFilterByAttribute.h |
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| MetadataDomain | FName | Domain to target for filtering existence | Elements/PCGFilterByAttribute.h |
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| MinThreshold | FPCGFilterByAttributeThresholdSettingsRange | Threshold property/attribute/constant related properties | Elements/PCGFilterByAttribute.h |
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| Operator | EPCGStringMatchingOperator | Elements/PCGFilterByAttribute.h |
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| TargetAttribute | FPCGAttributePropertyInputSelector | Elements/PCGFilterByAttribute.h |
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| Threshold | FPCGFilterByAttributeThresholdSettings | Elements/PCGFilterByAttribute.h |
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Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetAdditionalTitleInformation() |
Derived classes can implement this to expose additional information or context, such as an asset in use by the node. | Elements/PCGFilterByAttribute.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGFilterByAttribute.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGFilterByAttribute.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGFilterByAttribute.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGFilterByAttribute.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGFilterByAttribute.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/PCGFilterByAttribute.h |