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Spawn a spline component from a spline data.
| Name | UPCGSpawnSplineSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGSpawnSpline.h |
| Include Path | #include "Elements/PCGSpawnSpline.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGSpawnSplineSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGSpawnSplineSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bOutputSplineComponentReference | bool | Elements/PCGSpawnSpline.h |
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| bSpawnComponentFromAttribute | bool | Elements/PCGSpawnSpline.h |
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| ComponentReferenceAttributeName | FName | Can output the spawned component reference in an attribute. | Elements/PCGSpawnSpline.h |
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| PostProcessFunctionNames | TArray< FName > | Specify a list of functions to be called on the target actor after spline creation. | Elements/PCGSpawnSpline.h |
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| PropertyOverrideDescriptions | TArray< FPCGObjectPropertyOverrideDescription > | Overrides to apply on the spawned component. | Elements/PCGSpawnSpline.h |
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| SpawnComponentFromAttributeName | FPCGAttributePropertyInputSelector | If the class of the component to spawn is coming from an attribute. | Elements/PCGSpawnSpline.h |
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| SplineComponent | TSubclassOf< USplineComponent > | Class of the component to spawn, must be a subclass of Spline Component. | Elements/PCGSpawnSpline.h |
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| TargetActor | TSoftObjectPtr< AActor > | Elements/PCGSpawnSpline.h |
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Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FName GetDefaultNodeName() |
Elements/PCGSpawnSpline.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGSpawnSpline.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGSpawnSpline.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGSpawnSpline.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/PCGSpawnSpline.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGSpawnSpline.h |