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API > API/Plugins > API/Plugins/PCG
| Name | UPCGRemoveEmptyDataSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGRemoveEmptyData.h |
| Include Path | #include "Elements/PCGRemoveEmptyData.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGRemoveEmptyDataSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGRemoveEmptyDataSettings
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultNodeName() |
Elements/PCGRemoveEmptyData.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGRemoveEmptyData.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGRemoveEmptyData.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGRemoveEmptyData.h | ||
virtual bool HasDynamicPins() |
If the node has any dynamic pins that can change based on input or settings | Elements/PCGRemoveEmptyData.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGRemoveEmptyData.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/PCGRemoveEmptyData.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGRemoveEmptyData.h |