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Extract property from a list of soft object paths.
| Name | UPCGGetPropertyFromObjectPathSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGGetPropertyFromObjectPath.h |
| Include Path | #include "Elements/PCGGetPropertyFromObjectPath.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGGetPropertyFromObjectPathSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGGetPropertyFromObjectPathSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGGetPropertyFromObjectPathSettings() |
Elements/PCGGetPropertyFromObjectPath.h |
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/PCGGetPropertyFromObjectPath.h |
|
| bPersistAllData | bool | Opt-in option to create empty data when there is nothing to extract or property is not found, to have the same number of inputs than outputs. | Elements/PCGGetPropertyFromObjectPath.h |
|
| bSanitizeOutputAttributeName | bool | If the output attribute name has special characters, remove them. | Elements/PCGGetPropertyFromObjectPath.h |
|
| bSilenceErrorOnEmptyObjectPath | bool | Opt-in option to silence errors when the path is Empty or nothing to extract. | Elements/PCGGetPropertyFromObjectPath.h |
|
| bSynchronousLoad | bool | By default, object loading is asynchronous, can force it synchronous if needed. | Elements/PCGGetPropertyFromObjectPath.h |
|
| InputSource | FPCGAttributePropertyInputSelector | If something is connected in the In pin, will look for this attribute values to load. | Elements/PCGGetPropertyFromObjectPath.h |
|
| ObjectPathsToExtract | TArray< FSoftObjectPath > | If nothing is connected in the In pin, will use those static paths to load. | Elements/PCGGetPropertyFromObjectPath.h |
|
| OutputAttributeName | FPCGAttributePropertyOutputSelector | In the case of multiple properties being extracted, will be ignored. | Elements/PCGGetPropertyFromObjectPath.h |
|
| PropertyName | FName | Property name to extract. | Elements/PCGGetPropertyFromObjectPath.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanCullTaskIfUnwired () |
True if we can safely cull this node & task if it has unwired non-advanced inputs. | Elements/PCGGetPropertyFromObjectPath.h | |
virtual bool CanDynamicallyTrackKeys() |
Derived classes must implement this to communicate that they might have dynamic dependencies. | Elements/PCGGetPropertyFromObjectPath.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/PCGGetPropertyFromObjectPath.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGGetPropertyFromObjectPath.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGGetPropertyFromObjectPath.h | ||
virtual void GetStaticTrackedKeys
(
FPCGSelectionKeyToSettingsMap& OutKeysToSettings, |
Derived classes must implement this to communicate dependencies that are known statically. | Elements/PCGGetPropertyFromObjectPath.h | |
virtual EPCGSettingsType GetType() |
Elements/PCGGetPropertyFromObjectPath.h | ||
virtual bool IsPinUsedByNodeExecution
(
const UPCGPin* InPin |
Returns true if InPin is in use by node (assuming node enabled). | Elements/PCGGetPropertyFromObjectPath.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanEditChange
(
const FProperty* InProperty |
Passthrough for the simpler method, to avoid modifying the child settings already overriding this method. | Elements/PCGGetPropertyFromObjectPath.h | |
virtual void PostLoad() |
Elements/PCGGetPropertyFromObjectPath.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGGetPropertyFromObjectPath.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGGetPropertyFromObjectPath.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/PCGGetPropertyFromObjectPath.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGGetPropertyFromObjectPath.h |