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API > API/Plugins > API/Plugins/PCG
| Name | UPCGSkinnedMeshSpawnerSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGSkinnedMeshSpawner.h |
| Include Path | #include "Elements/PCGSkinnedMeshSpawner.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural), Meta=(prioritizeCategories="Settings"))
class UPCGSkinnedMeshSpawnerSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGSkinnedMeshSpawnerSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGSkinnedMeshSpawnerSettings
(
const FObjectInitializer& ObjectInitializer |
Elements/PCGSkinnedMeshSpawner.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bApplyMeshBoundsToPoints | bool | Sets the BoundsMin and BoundsMax attributes of each point to reflect the AnimBank mesh spawned at its location | Elements/PCGSkinnedMeshSpawner.h |
|
| bSilenceOverrideAttributeNotFoundErrors | bool | Opt-in option to silence errors when the property override attributes are not found. | Elements/PCGSkinnedMeshSpawner.h |
|
| bSynchronousLoad | bool | Meshes/Materials will be synchronously loaded before spawning instead of asynchronously. | Elements/PCGSkinnedMeshSpawner.h |
|
| bWarnOnIdenticalSpawn | bool | Adds a warning to the node on repeated spawning with identical conditions (ie. same mesh descriptor at same spawn location, etc). | Elements/PCGSkinnedMeshSpawner.h |
|
| InstanceDataPackerParameters | TObjectPtr< UPCGSkinnedMeshInstanceDataPackerBase > | Elements/PCGSkinnedMeshSpawner.h |
|
|
| InstanceDataPackerType | TSubclassOf< UPCGSkinnedMeshInstanceDataPackerBase > | Defines the method of custom data packing for spawned anim bank meshes. | Elements/PCGSkinnedMeshSpawner.h |
|
| MeshSelectorParameters | TObjectPtr< UPCGSkinnedMeshSelector > | Elements/PCGSkinnedMeshSpawner.h |
|
|
| PostProcessFunctionNames | TArray< FName > | Specify a list of functions to be called on the target actor after instances are spawned. | Elements/PCGSkinnedMeshSpawner.h |
|
| SkinnedMeshComponentPropertyOverrides | TArray< FPCGObjectPropertyOverrideDescription > | Map an attribute directly to an anim bank descriptor property, the value of which will be overriden when generated. | Elements/PCGSkinnedMeshSpawner.h |
|
| TargetActor | TSoftObjectPtr< AActor > | Elements/PCGSkinnedMeshSpawner.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetInstancePackerType
(
TSubclassOf< UPCGSkinnedMeshInstanceDataPackerBase > InInstancePackerType |
Elements/PCGSkinnedMeshSpawner.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/PCGSkinnedMeshSpawner.h | |
virtual void CreateKernels
(
FPCGGPUCompilationContext& InOutContext, |
Virtual bool DisplayExecuteOnGPUSetting() const override { return true; } // Disabled pending testing. | Elements/PCGSkinnedMeshSpawner.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGSkinnedMeshSpawner.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGSkinnedMeshSpawner.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGSkinnedMeshSpawner.h | ||
virtual bool UseSeed () |
By default, settings do not use a seed. | Elements/PCGSkinnedMeshSpawner.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanEditChange
(
const FProperty* InProperty |
Passthrough for the simpler method, to avoid modifying the child settings already overriding this method. | Elements/PCGSkinnedMeshSpawner.h | |
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Elements/PCGSkinnedMeshSpawner.h | ||
virtual void PostLoad() |
Elements/PCGSkinnedMeshSpawner.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void RefreshInstancePacker() |
Elements/PCGSkinnedMeshSpawner.h |
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGSkinnedMeshSpawner.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/PCGSkinnedMeshSpawner.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGSkinnedMeshSpawner.h |