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Returns some context-specific information in the form of an attribute set.
| Name | UPCGGetExecutionContextSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGGetExecutionContext.h |
| Include Path | #include "Elements/PCGGetExecutionContext.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGGetExecutionContextSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGGetExecutionContextSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Mode | EPCGGetExecutionContextMode | Elements/PCGGetExecutionContext.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/PCGGetExecutionContext.h | |
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGGetExecutionContext.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGGetExecutionContext.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGGetExecutionContext.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGGetExecutionContext.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGGetExecutionContext.h | ||
virtual bool HasFlippedTitleLines() |
Display generated title line as primary title (example: BP nodes display the blueprint name as the primary title). | Elements/PCGGetExecutionContext.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGGetExecutionContext.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/PCGGetExecutionContext.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGGetExecutionContext.h |