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API > API/Plugins > API/Plugins/PCG
Node that will save input data to a PCG data asset
| Name | UPCGSaveDataAssetSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/IO/PCGSaveAssetElement.h |
| Include Path | #include "Elements/IO/PCGSaveAssetElement.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGSaveDataAssetSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGSaveDataAssetSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGSaveDataAssetSettings() |
Elements/IO/PCGSaveAssetElement.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetColor | FLinearColor | Elements/IO/PCGSaveAssetElement.h |
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| AssetDescription | FString | Elements/IO/PCGSaveAssetElement.h |
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| CustomDataCollectionExporterClass | TSubclassOf< UPCGDataCollectionExporter > | Elements/IO/PCGSaveAssetElement.h |
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| Params | FPCGAssetExporterParameters | Elements/IO/PCGSaveAssetElement.h |
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| Pins | TArray< FPCGPinProperties > | Elements/IO/PCGSaveAssetElement.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultNodeName() |
Elements/IO/PCGSaveAssetElement.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/IO/PCGSaveAssetElement.h | ||
virtual FText GetNodeTooltipText() |
Elements/IO/PCGSaveAssetElement.h | ||
virtual EPCGSettingsType GetType() |
Elements/IO/PCGSaveAssetElement.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/IO/PCGSaveAssetElement.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/IO/PCGSaveAssetElement.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/IO/PCGSaveAssetElement.h |