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PCG settings class that allows spawning actors with some options to perform the work more efficiently. Note that depending on the options, any PCG components on the spawned actors can be also generated, which is why this class derives from UPCGBaseSubgraphSettings - it has similar inner-workings to the subgraph node as far as data passing and dispatch go. Note that at this point in time, results from the underlying graphs being generated is not propagated back as results of this node.
| Name | UPCGSpawnActorSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGSpawnActor.h |
| Include Path | #include "Elements/PCGSpawnActor.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGSpawnActorSettings : public UPCGBaseSubgraphSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGBaseSubgraphSettings → UPCGSpawnActorSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGSpawnActorSettings
(
const FObjectInitializer& ObjectInitializer |
Elements/PCGSpawnActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttachOptions | EPCGAttachOptions | Controls where spawned actors will appear in the Outliner. | Elements/PCGSpawnActor.h |
|
| bDeleteActorsBeforeGeneration | bool | Elements/PCGSpawnActor.h |
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| bForceDisableActorParsing | bool | Elements/PCGSpawnActor.h |
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| bInheritActorTags | bool | Warning: inheriting parent actor tags work only in non-collapsed actor hierarchies | Elements/PCGSpawnActor.h |
|
| bSpawnByAttribute | bool | Elements/PCGSpawnActor.h |
|
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| bWarnOnIdenticalSpawn | bool | Adds a warning to the node on repeated spawning with identical conditions (ie. same actor at same spawn location, etc). | Elements/PCGSpawnActor.h |
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| DataLayerSettings | FPCGDataLayerSettings | Elements/PCGSpawnActor.h |
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| GenerationTrigger | EPCGSpawnActorGenerationTrigger | Elements/PCGSpawnActor.h |
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| HLODSettings | FPCGHLODSettings | Elements/PCGSpawnActor.h |
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| Option | EPCGSpawnActorOption | Controls how actors are spawned; collapsed in more efficient components or as-is with generation or not. | Elements/PCGSpawnActor.h |
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| PostSpawnFunctionNames | TArray< FName > | Can specify a list of functions from the template class to be called on each actor spawned, in order. | Elements/PCGSpawnActor.h |
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| RootActor | TSoftObjectPtr< AActor > | Elements/PCGSpawnActor.h |
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| SpawnAttribute | FName | Elements/PCGSpawnActor.h |
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| SpawnedActorPropertyOverrideDescriptions | TArray< FPCGObjectPropertyOverrideDescription > | Elements/PCGSpawnActor.h |
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| TagsToAddOnActors | TArray< FName > | Elements/PCGSpawnActor.h |
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| TemplateActor | TObjectPtr< AActor > | Elements/PCGSpawnActor.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetAllowTemplateActorEditing() |
Elements/PCGSpawnActor.h | ||
const TSubclassOf< AActor > & GetTemplateActorClass() |
Elements/PCGSpawnActor.h | ||
void SetAllowTemplateActorEditing
(
bool bInAllowTemplateActorEditing |
Elements/PCGSpawnActor.h | ||
void SetTemplateActorClass
(
const TSubclassOf< AActor >& InTemplateActorClass |
Elements/PCGSpawnActor.h |
Overridden from UPCGBaseSubgraphSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UPCGGraphInterface * GetSubgraphInterface() |
Elements/PCGSpawnActor.h | ||
virtual bool IsDynamicGraph() |
When using spawn by attribute, the potential execution of subgraphs will be done in a dynamic manner. | Elements/PCGSpawnActor.h |
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UPCGNode * CreateNode() |
Elements/PCGSpawnActor.h | ||
virtual FName GetDefaultNodeName() |
Elements/PCGSpawnActor.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGSpawnActor.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGSpawnActor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Elements/PCGSpawnActor.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Elements/PCGSpawnActor.h | ||
virtual void PostEditUndo() |
Elements/PCGSpawnActor.h | ||
virtual void PostLoad() |
Elements/PCGSpawnActor.h | ||
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
Elements/PCGSpawnActor.h | ||
virtual void PreEditUndo() |
Elements/PCGSpawnActor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Elements/PCGSpawnActor.h | |||
void SetupBlueprintEvent() |
Elements/PCGSpawnActor.h | ||
void TeardownBlueprintEvent() |
Elements/PCGSpawnActor.h |
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGSpawnActor.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/PCGSpawnActor.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/PCGSpawnActor.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGSpawnActor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UPCGGraphInterface * GetGraphInterfaceFromActorSubclass
(
TSubclassOf< AActor > InTemplateActorClass |
Elements/PCGSpawnActor.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorOverrides_DEPRECATED | TArray< FPCGActorPropertyOverride > | Elements/PCGSpawnActor.h | ||
| bGenerationTrigger_DEPRECATED | EPCGSpawnActorGenerationTrigger | Elements/PCGSpawnActor.h |