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PointFromMesh creates a single point at the origin with an attribute containing a SoftObjectPath to the selected UStaticMesh/USkeletalMesh.
| Name | UPCGPointFromMeshSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGPointFromMeshElement.h |
| Include Path | #include "Elements/PCGPointFromMeshElement.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGPointFromMeshSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGPointFromMeshSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bSynchronousLoad | bool | By default, mesh loading is asynchronous, can force it synchronous if needed. | Elements/PCGPointFromMeshElement.h |
|
| Mesh | TSoftObjectPtr< UObject > | Elements/PCGPointFromMeshElement.h |
|
|
| MeshPathAttributeName | FName | Name of the string attribute to be created and hold a SoftObjectPath to the Mesh | Elements/PCGPointFromMeshElement.h |
|
| StaticMesh | TSoftObjectPtr< UStaticMesh > | Elements/PCGPointFromMeshElement.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/PCGPointFromMeshElement.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGPointFromMeshElement.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGPointFromMeshElement.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGPointFromMeshElement.h | ||
virtual void GetStaticTrackedKeys
(
FPCGSelectionKeyToSettingsMap& OutKeysToSettings, |
Derived classes must implement this to communicate dependencies that are known statically. | Elements/PCGPointFromMeshElement.h | |
virtual EPCGSettingsType GetType() |
Elements/PCGPointFromMeshElement.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Elements/PCGPointFromMeshElement.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGPointFromMeshElement.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/PCGPointFromMeshElement.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGPointFromMeshElement.h |