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Generic getter for user parameter defined in the PCG Graph, by the user. Will pick up the value from the graph instance. This getter allows to set manually the user parameter they want to get, and add extractor, the same way than GetActorProperty or GetPropertyFromObjectPath
| Name | UPCGGenericUserParameterGetSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGUserParameterGet.h |
| Include Path | #include "Elements/PCGUserParameterGet.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGGenericUserParameterGetSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGGenericUserParameterGetSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceObjectAndStructExtraction | bool | If the property is a struct/object supported by metadata, this option can be toggled to force extracting all (compatible) properties contained in this property. | Elements/PCGUserParameterGet.h |
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| bQuiet | bool | Elements/PCGUserParameterGet.h |
|
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| bSanitizeOutputAttributeName | bool | If the output attribute name has special characters, remove them. | Elements/PCGUserParameterGet.h |
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| OutputAttributeName | FName | Elements/PCGUserParameterGet.h |
|
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| PropertyPath | FString | Elements/PCGUserParameterGet.h |
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| Source | EPCGUserParameterSource | Elements/PCGUserParameterGet.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/PCGUserParameterGet.h | |
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGUserParameterGet.h | |
virtual bool RequiresDataFromPreTask () |
Check if we need to hook the output of the pre-task to this. | Elements/PCGUserParameterGet.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Elements/PCGUserParameterGet.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ConvertNode
(
const FPCGPreconfiguredInfo& ConversionInfo |
Convert this owning node into the corresponding target. Returns true upon success. | Elements/PCGUserParameterGet.h | |
virtual FPCGElementPtr CreateElement() |
Elements/PCGUserParameterGet.h | ||
virtual TArray< FPCGPreconfiguredInfo > GetConversionInfo() |
The predefined parameters defining the conversion. | Elements/PCGUserParameterGet.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGUserParameterGet.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGUserParameterGet.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGUserParameterGet.h | ||
virtual bool HasExecutionDependencyPin () |
Execution Dependency section. | Elements/PCGUserParameterGet.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/PCGUserParameterGet.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGUserParameterGet.h |