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| Name | UPCGGenerateLandscapeTexturesSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGGenerateLandscapeTextures.h |
| Include Path | #include "Elements/PCGGenerateLandscapeTextures.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGGenerateLandscapeTexturesSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGGenerateLandscapeTexturesSettings
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGGenerateLandscapeTexturesSettings() |
Elements/PCGGenerateLandscapeTextures.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bExcludeSelectedGrassTypes | bool | If toggled, will only generate grass types which are not selected. | Elements/PCGGenerateLandscapeTextures.h |
|
| bGenerateHeightMap | bool | Generate a landscape height texture. | Elements/PCGGenerateLandscapeTextures.h |
|
| bOverrideFromInput | bool | Override grass types from input. | Elements/PCGGenerateLandscapeTextures.h |
|
| bSkipReadbackToCPU | bool | Skip CPU readback of emitted textures during initialization of the texture datas. | Elements/PCGGenerateLandscapeTextures.h |
|
| GrassTypesAttribute | FPCGAttributePropertyInputSelector | Input attribute to pull grass type strings from. | Elements/PCGGenerateLandscapeTextures.h |
|
| SelectedGrassTypes | TArray< FString > | Select which grass types to generate. | Elements/PCGGenerateLandscapeTextures.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyPreconfiguredSettings
(
const FPCGPreConfiguredSettingsInfo& PreconfigureInfo |
Elements/PCGGenerateLandscapeTextures.h | ||
virtual FName GetDefaultNodeName() |
Elements/PCGGenerateLandscapeTextures.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGGenerateLandscapeTextures.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGGenerateLandscapeTextures.h | ||
virtual TArray< FPCGPreConfiguredSettingsInfo > GetPreconfiguredInfo() |
Return preconfigured info that will be filled in the editor palette action, allowing to create pre-configured settings | Elements/PCGGenerateLandscapeTextures.h | |
virtual EPCGSettingsType GetType() |
Elements/PCGGenerateLandscapeTextures.h | ||
virtual bool GroupPreconfiguredSettings() |
If there are preconfigured info, decide if they are grouped in the palette in a folder with the node name, or if they are not grouped. | Elements/PCGGenerateLandscapeTextures.h | |
virtual bool OnlyExposePreconfiguredSettings() |
If there are preconfigured info, we can skip the default settings and only expose pre-configured actions in the editor palette | Elements/PCGGenerateLandscapeTextures.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGGenerateLandscapeTextures.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGGenerateLandscapeTextures.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/PCGGenerateLandscapeTextures.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/PCGGenerateLandscapeTextures.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGGenerateLandscapeTextures.h |