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API > API/Plugins > API/Plugins/PCG
Loader/Executor of PCG data assets
| Name | UPCGLoadDataAssetSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/IO/PCGLoadAssetElement.h |
| Include Path | #include "Elements/IO/PCGLoadAssetElement.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGLoadDataAssetSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGLoadDataAssetSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGLoadDataAssetSettings() |
Elements/IO/PCGLoadAssetElement.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Asset | TSoftObjectPtr< UPCGDataAsset > | Elements/IO/PCGLoadAssetElement.h |
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| AssetColor | FLinearColor | Cached from the data when loaded. | Elements/IO/PCGLoadAssetElement.h |
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| AssetDescription | FText | Cached from the data when loaded. | Elements/IO/PCGLoadAssetElement.h |
|
| AssetName | FString | Cached from the data when loaded. | Elements/IO/PCGLoadAssetElement.h |
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| AssetReferenceSelector | FPCGAttributePropertyInputSelector | Elements/IO/PCGLoadAssetElement.h |
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| bLoadFromInput | bool | Elements/IO/PCGLoadAssetElement.h |
|
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| bSetDefaultAttributeOverridesFromInput | bool | Exposes an attribute set pin to override defaults of the loaded data assets. | Elements/IO/PCGLoadAssetElement.h |
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| bSynchronousLoad | bool | By default, data table loading is asynchronous, can force it synchronous if needed. | Elements/IO/PCGLoadAssetElement.h |
|
| bTagOutputsBasedOnOutputPins | bool | Controls whether the data output from the loaded asset will be passed to the default pin with tags or on the proper pins. | Elements/IO/PCGLoadAssetElement.h |
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| bWarnIfNoAsset | bool | Elements/IO/PCGLoadAssetElement.h |
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| CommaSeparatedDefaultAttributeOverrides | FString | Elements/IO/PCGLoadAssetElement.h |
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| DataIndexTag | FName | Elements/IO/PCGLoadAssetElement.h |
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| DefaultAttributeOverrides | TArray< FString > | List of Tag:Value default value overrides to apply on the loaded data assets. | Elements/IO/PCGLoadAssetElement.h |
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| InputIndexTag | FName | Elements/IO/PCGLoadAssetElement.h |
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| Pins | TArray< FPCGPinProperties > | Elements/IO/PCGLoadAssetElement.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void SetFromAsset
(
const FAssetData& InAsset |
Elements/IO/PCGLoadAssetElement.h | ||
virtual void UpdateFromData() |
Elements/IO/PCGLoadAssetElement.h |
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/IO/PCGLoadAssetElement.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/IO/PCGLoadAssetElement.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/IO/PCGLoadAssetElement.h | |
virtual FName GetDefaultNodeName() |
Elements/IO/PCGLoadAssetElement.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/IO/PCGLoadAssetElement.h | ||
virtual FLinearColor GetNodeTitleColor() |
Elements/IO/PCGLoadAssetElement.h | ||
virtual FText GetNodeTooltipText() |
Elements/IO/PCGLoadAssetElement.h | ||
virtual void GetStaticTrackedKeys
(
FPCGSelectionKeyToSettingsMap& OutKeysToSettings, |
Derived classes must implement this to communicate dependencies that are known statically. | Elements/IO/PCGLoadAssetElement.h | |
virtual EPCGSettingsType GetType() |
Elements/IO/PCGLoadAssetElement.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/IO/PCGLoadAssetElement.h | |
virtual bool HasFlippedTitleLines() |
Display generated title line as primary title (example: BP nodes display the blueprint name as the primary title). | Elements/IO/PCGLoadAssetElement.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Elements/IO/PCGLoadAssetElement.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/IO/PCGLoadAssetElement.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/IO/PCGLoadAssetElement.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/IO/PCGLoadAssetElement.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/IO/PCGLoadAssetElement.h |