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Filters points or the elements of an attribute set based on a second input of points, attribute sets, or a user-defined index range expression.
| Name | UPCGFilterElementsByIndexSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGFilterElementsByIndex.h |
| Include Path | #include "Elements/PCGFilterElementsByIndex.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGFilterElementsByIndexSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGFilterElementsByIndexSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bInvertFilter | bool | Will invert which indices will be included and excluded. | Elements/PCGFilterElementsByIndex.h |
|
| bOutputDiscardedElements | bool | An additional output for discarded elements. | Elements/PCGFilterElementsByIndex.h |
|
| bSelectIndicesByInput | bool | A second input will define the indices to filter. | Elements/PCGFilterElementsByIndex.h |
|
| IndexSelectionAttribute | FPCGAttributePropertyInputSelector | The attribute which will define the indices to filter. | Elements/PCGFilterElementsByIndex.h |
|
| SelectedIndices | FString | Selected individual indices or index ranges to include or exclude. | Elements/PCGFilterElementsByIndex.h |
|
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/PCGFilterElementsByIndex.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGFilterElementsByIndex.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGFilterElementsByIndex.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGFilterElementsByIndex.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGFilterElementsByIndex.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/PCGFilterElementsByIndex.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGFilterElementsByIndex.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/PCGFilterElementsByIndex.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGFilterElementsByIndex.h |