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API > API/Plugins > API/Plugins/PCG
| Name | UPCGGenerateGrassMapsSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGGenerateGrassMaps.h |
| Include Path | #include "Elements/PCGGenerateGrassMaps.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGGenerateGrassMapsSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGGenerateGrassMapsSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bExcludeSelectedGrassTypes | bool | If toggled, will only generate grass types which are not selected. | Elements/PCGGenerateGrassMaps.h |
|
| bOverrideFromInput | bool | Override grass types from input. | Elements/PCGGenerateGrassMaps.h |
|
| bSkipReadbackToCPU | bool | Skip CPU readback of emitted textures during initialization of the texture datas. | Elements/PCGGenerateGrassMaps.h |
|
| GrassTypesAttribute | FPCGAttributePropertyInputSelector | Input attribute to pull grass type strings from. | Elements/PCGGenerateGrassMaps.h |
|
| SelectedGrassTypes | TArray< FString > | Select which grass types to generate. | Elements/PCGGenerateGrassMaps.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultNodeName() |
Elements/PCGGenerateGrassMaps.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGGenerateGrassMaps.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGGenerateGrassMaps.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGGenerateGrassMaps.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGGenerateGrassMaps.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGGenerateGrassMaps.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/PCGGenerateGrassMaps.h | |
virtual bool IsInputPinRequiredByExecution
(
const UPCGPin* InPin |
By default a node does not specify any pin requirements, and will execute if it has no non-advanced pins or if it has any active connection to any pin. | Elements/PCGGenerateGrassMaps.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGGenerateGrassMaps.h |