Navigation
API > API/Plugins > API/Plugins/PCG
Generate a seed from either a random stream, a constant string, or a source attribute.
| Name | UPCGGenerateSeedSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGGenerateSeedElement.h |
| Include Path | #include "Elements/PCGGenerateSeedElement.h" |
Syntax
UCLASS (BlueprintType, ClassGroup=(Procedural), Meta=(Keywords="seed"))
class UPCGGenerateSeedSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGGenerateSeedSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGGenerateSeedSettings() |
Elements/PCGGenerateSeedElement.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bResetSeedPerInput | bool | Reset the seed at the beginning of each input's generation to stay order agnostic. | Elements/PCGGenerateSeedElement.h |
|
| GenerationSource | EPCGGenerateSeedSource | The source method seed attribute. | Elements/PCGGenerateSeedElement.h |
|
| OutputTarget | FPCGAttributePropertyOutputSelector | The target attribute output of the generated seed. | Elements/PCGGenerateSeedElement.h |
|
| SeedSource | FPCGAttributePropertyInputSelector | The source attribute to hash to generate each new seed. | Elements/PCGGenerateSeedElement.h |
|
| SourceString | FString | This value will be hashed and applied to generate each new seed. | Elements/PCGGenerateSeedElement.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultNodeName() |
Elements/PCGGenerateSeedElement.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGGenerateSeedElement.h | ||
| List of extra aliases that will be added to the node list in the Editor.Useful when we rename a node, but we still want the user to find the old one. | Elements/PCGGenerateSeedElement.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGGenerateSeedElement.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGGenerateSeedElement.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/PCGGenerateSeedElement.h | |
virtual bool UseSeed () |
By default, settings do not use a seed. | Elements/PCGGenerateSeedElement.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGGenerateSeedElement.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/PCGGenerateSeedElement.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGGenerateSeedElement.h |