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This class creates a PCG node that can match, select by weight or match & select by weight a 'matching' entry in a provided Attribute Set with multiple entries. E.g. for a given point, if the point has the same specified attribute as the matching attribute in the attribute set, then we will copy all the other non-selection attributes to the point.
| Name | UPCGMatchAndSetAttributesSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGMatchAndSetAttributes.h |
| Include Path | #include "Elements/PCGMatchAndSetAttributes.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGMatchAndSetAttributesSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGMatchAndSetAttributesSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGMatchAndSetAttributesSettings() |
Elements/PCGMatchAndSetAttributes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bFindNearest | bool | Controls whether the match operation will return the nearest match and not only match on equality. | Elements/PCGMatchAndSetAttributes.h |
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| bKeepUnmatched | bool | Controls whether points that have no valid match in the attribute set are kept as is (default values) or removed from the output. | Elements/PCGMatchAndSetAttributes.h |
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| bMatchAttributes | bool | Controls whether selection of the attribute set values to copy will be done by matching point-to-attribute set (true) or done randomly (false). | Elements/PCGMatchAndSetAttributes.h |
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| bUseInputWeightAttribute | bool | Controls whether we will use the attribute provided in the Input Weight Attribute to perform entry selection. | Elements/PCGMatchAndSetAttributes.h |
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| bUseWeightAttribute | bool | Controls whether we will consider the weights, as determined by the Weight Attribute values on the attribute set. | Elements/PCGMatchAndSetAttributes.h |
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| bWarnIfNoMatchData | bool | Controls whether we will emit a warning and return nothing if there is no provided attribute set. | Elements/PCGMatchAndSetAttributes.h |
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| bWarnOnAttributeCast | bool | Elements/PCGMatchAndSetAttributes.h |
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| InputAttribute | FPCGAttributePropertyInputSelector | Attribute from the point data to select & match. | Elements/PCGMatchAndSetAttributes.h |
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| InputWeightAttribute | FPCGAttributePropertyInputSelector | Input weight from the points, assumed to be in the [0, 1] range. | Elements/PCGMatchAndSetAttributes.h |
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| MatchAttribute | FPCGAttributePropertyInputSelector | Attribute from the attribute set to match against. | Elements/PCGMatchAndSetAttributes.h |
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| MaxDistanceForNearestMatch | FPCGMetadataTypesConstantStruct | Constant value that establishes the maximum distance an entry can be from its nearest match to be selected | Elements/PCGMatchAndSetAttributes.h |
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| MaxDistanceInputAttribute | FPCGAttributePropertyInputSelector | Elements/PCGMatchAndSetAttributes.h |
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| MaxDistanceMode | EPCGMatchMaxDistanceMode | Controls whether the match operation has a maximum distance on which to reject points that would be too far from the nearest value. | Elements/PCGMatchAndSetAttributes.h |
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| WeightAttribute | FPCGAttributePropertyInputSelector | Attribute to weight more or less some entries from the attribute set. | Elements/PCGMatchAndSetAttributes.h |
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Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyDeprecationBeforeUpdatePins
(
UPCGNode* InOutNode, |
UpdatePins will kick off invalid edges, so this is useful for moving edges around in case of pin changes. | Elements/PCGMatchAndSetAttributes.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGMatchAndSetAttributes.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGMatchAndSetAttributes.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGMatchAndSetAttributes.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGMatchAndSetAttributes.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/PCGMatchAndSetAttributes.h | |
virtual bool UseSeed () |
By default, settings do not use a seed. | Elements/PCGMatchAndSetAttributes.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGMatchAndSetAttributes.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGMatchAndSetAttributes.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/PCGMatchAndSetAttributes.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGMatchAndSetAttributes.h |