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API > API/Plugins > API/Plugins/PCG
| Name | UPCGProjectionSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGProjectionElement.h |
| Include Path | #include "Elements/PCGProjectionElement.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGProjectionSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGProjectionSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceCollapseToPoint | bool | Force the result to be sampled to points, equivalent to having a To Point node after the projection node. | Elements/PCGProjectionElement.h |
|
| bKeepZeroDensityPoints | bool | Elements/PCGProjectionElement.h |
|
|
| ProjectionParams | FPCGProjectionParams | Elements/PCGProjectionElement.h |
|
Functions
Public
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/PCGProjectionElement.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/PCGProjectionElement.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGProjectionElement.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGProjectionElement.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGProjectionElement.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGProjectionElement.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/PCGProjectionElement.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Elements/PCGProjectionElement.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGProjectionElement.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/PCGProjectionElement.h |