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Direct the order of a spline's control points. This can be conditional to force a given orientation (clockwise or counter clockwise).
| Name | UPCGReverseSplineSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGSplineDirection.h |
| Include Path | #include "Elements/PCGSplineDirection.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGReverseSplineSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGReverseSplineSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Operation | EPCGReverseSplineOperation | Elements/PCGSplineDirection.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bFlipClockwiseComputationResult | bool | Prior to 5.6, the CW/CCW were reversed. | Elements/PCGSplineDirection.h | |
| FPCGSplineDirectionElement | friend | Elements/PCGSplineDirection.h |
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetAdditionalTitleInformation() |
Derived classes can implement this to expose additional information or context, such as an asset in use by the node. | Elements/PCGSplineDirection.h | |
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGSplineDirection.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGSplineDirection.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGSplineDirection.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGSplineDirection.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Elements/PCGSplineDirection.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGSplineDirection.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/PCGSplineDirection.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGSplineDirection.h |