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API > API/Plugins > API/Plugins/PCG
This settings class is used to create a PCG node that will apply a "Match and Set" operation on the point data it consumes as input. E.g. for a given point, if it matches with something in the Match & Set object, it will set a value on the point.
| Name | UPCGPointMatchAndSetSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGPointMatchAndSet.h |
| Include Path | #include "Elements/PCGPointMatchAndSet.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural), Meta=(prioritizeCategories="Settings"))
class UPCGPointMatchAndSetSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGPointMatchAndSetSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGPointMatchAndSetSettings
(
const FObjectInitializer& ObjectInitializer |
Elements/PCGPointMatchAndSet.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MatchAndSetInstance | TObjectPtr< UPCGMatchAndSetBase > | Instance of MatchAndSetType, stores the data that will be used in these settings. | Elements/PCGPointMatchAndSet.h |
|
| MatchAndSetType | TSubclassOf< UPCGMatchAndSetBase > | Defines the type of Match & Set object to use. | Elements/PCGPointMatchAndSet.h |
|
| SetTarget | FPCGAttributePropertyOutputSelector | "Set" part of the Match & Set - defines what will be changed in the operation | Elements/PCGPointMatchAndSet.h |
|
| SetTargetType | EPCGMetadataTypes | If the "Set" part is an attribute, then the type must be provided | Elements/PCGPointMatchAndSet.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bSetTargetIsAttribute | bool | Property used to sidestep edit condition issues - reflects SetTarget.Selection == Attribute. | Elements/PCGPointMatchAndSet.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetMatchAndSetType
(
TSubclassOf< UPCGMatchAndSetBase > InMatchAndSetType |
Recreates the match & set instance stored in this settings object if needed. | Elements/PCGPointMatchAndSet.h |
|
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyDeprecation
(
UPCGNode* InOutNode |
Any final migration/recovery that can be done after pins are finalized. | Elements/PCGPointMatchAndSet.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGPointMatchAndSet.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGPointMatchAndSet.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGPointMatchAndSet.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGPointMatchAndSet.h | ||
virtual bool UseSeed () |
By default, settings do not use a seed. | Elements/PCGPointMatchAndSet.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Elements/PCGPointMatchAndSet.h | ||
virtual void PostLoad() |
Elements/PCGPointMatchAndSet.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void RefreshMatchAndSet() |
Elements/PCGPointMatchAndSet.h |
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGPointMatchAndSet.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/PCGPointMatchAndSet.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGPointMatchAndSet.h |