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Extract a property value from an actor/component into a ParamData.
| Name | UPCGGetActorPropertySettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGGetActorProperty.h |
| Include Path | #include "Elements/PCGGetActorProperty.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGGetActorPropertySettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGGetActorPropertySettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGGetActorPropertySettings
(
const FObjectInitializer& ObjectInitializer |
Elements/PCGGetActorProperty.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorSelector | FPCGActorSelectorSettings | Elements/PCGGetActorProperty.h |
|
|
| bAlwaysRequeryActors | bool | If this is true, we will never put this element in cache, and will always try to re-query the actors and read the latest properties from them. | Elements/PCGGetActorProperty.h |
|
| 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/PCGGetActorProperty.h |
|
| bOutputActorReference | bool | Controls whether an actor reference attribute will be added to the result | Elements/PCGGetActorProperty.h |
|
| bOutputComponentReference | bool | Controls whether a component reference attribute will be added to the result | Elements/PCGGetActorProperty.h |
|
| bProcessAllComponents | bool | Process all Actor components. If not set, only the first component found will be processed. | Elements/PCGGetActorProperty.h |
|
| bSanitizeOutputAttributeName | bool | If the output attribute name has special characters, remove them. | Elements/PCGGetActorProperty.h |
|
| bSelectComponent | bool | Allow to look for an actor component instead of an actor. | Elements/PCGGetActorProperty.h |
|
| bTrackActorsOnlyWithinBounds | bool | If this is checked, found actors that are outside component bounds will not trigger a refresh. | Elements/PCGGetActorProperty.h |
|
| ComponentClass | TSubclassOf< UActorComponent > | If we are looking for an actor component, the class can be specified here. | Elements/PCGGetActorProperty.h |
|
| OutputAttributeName | FPCGAttributePropertyOutputSelector | In the case of multiple properties being extracted, will be ignored. | Elements/PCGGetActorProperty.h |
|
| PropertyName | FName | Property name to extract. | Elements/PCGGetActorProperty.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanDynamicallyTrackKeys() |
Derived classes must implement this to communicate that they might have dynamic dependencies. | Elements/PCGGetActorProperty.h | |
virtual FString GetAdditionalTitleInformation() |
Derived classes can implement this to expose additional information or context, such as an asset in use by the node. | Elements/PCGGetActorProperty.h | |
virtual FPCGDataTypeIdentifier GetCurrentPinTypesID
(
const UPCGPin* InPin |
Returns the current pin types, which can either be the static types from the pin properties, or a dynamic type based on connected edges. | Elements/PCGGetActorProperty.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGGetActorProperty.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGGetActorProperty.h | ||
virtual void GetStaticTrackedKeys
(
FPCGSelectionKeyToSettingsMap& OutKeysToSettings, |
Derived classes must implement this to communicate dependencies that are known statically. | Elements/PCGGetActorProperty.h | |
virtual EPCGSettingsType GetType() |
Elements/PCGGetActorProperty.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/PCGGetActorProperty.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/PCGGetActorProperty.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGGetActorProperty.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Elements/PCGGetActorProperty.h | ||
virtual void PostLoad() |
Elements/PCGGetActorProperty.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGGetActorProperty.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Gets the change impact for a given property. | Elements/PCGGetActorProperty.h |