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API > API/Plugins > API/Plugins/PCG
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UWorldSubsystem
- UTickableWorldSubsystem
- UPCGSubsystem
References
| Module | PCG |
| Header | /Engine/Plugins/Experimental/PCG/Source/PCG/Public/PCGSubsystem.h |
| Include | #include "PCGSubsystem.h" |
Syntax
UCLASS&40;&41;
class UPCGSubsystem : public UTickableWorldSubsystem
Remarks
Variables
| Type | Name | Description | |
|---|---|---|---|
| friend | UPCGActorAndComponentMapping |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddSerializedTrackedActorsForDeprecation
(
const ActorContainer& InActors |
For deprecation only, register tracked actors from serialized components | |
| void | BuildLandscapeCache
(
bool bQuiet |
Builds the landscape data cache | |
| void | Cancels everything running | ||
| void | CancelGeneration
(
UPCGGraph* Graph |
Cancels currently running generation on given graph | |
| void | CancelGeneration
(
UPCGComponent* Component |
Cancels currently running generation | |
| void | CleanFromCache
(
const IPCGElement* InElement, |
Cleans up the graph cache on an element basis. InSettings is used for debugging and is optional. | |
| FPCGTaskId | CleanupGraph
(
UPCGComponent* Component, |
Schedules an operation to cleanup the graph in the given bounds | |
| void | CleanupPartitionActors
(
const FBox& InBounds |
Partition actors methods | |
| void | Clears the landscape data cache | ||
| void | ClearPCGLink
(
UPCGComponent* InComponent, |
Move all resources from sub actors to a new actor | |
| void | DeletePartitionActors
(
bool bOnlyDeleteUnused |
||
| void | |||
| void |
DirtyGraph
(
UPCGComponent* Component, |
Immediately dirties the partition actors in the given bounds | |
| APCGWorldActor * | |||
| void | FlushCache () |
Flushes the graph cache completely, use only for debugging | |
| void | ForAllOverlappingComponentsInHierarchy
(
UPCGComponent* InComponent, |
Traverses the hierarchy associated with the given component and calls InFunc for each overlapping component. | |
| void | ForAllRegisteredLocalComponents
(
UPCGComponent* OriginalComponent, |
Call the InFunc function to all local component registered to the original component. Thread safe | |
| UPCGSubsystem * | Returns PIE world if it is active, otherwise returns editor world. | ||
| TSet< UPCGComponent * > | |||
| uint32 | GetGraphCacheEntryCount
(
IPCGElement* InElement |
Returns how many times InElement is present in the cache. | |
| const FPCGGraphCompiler * | Returns the graph compiler so we can figure out task info in the profiler view | ||
| UPCGSubsystem * | GetInstance
(
UWorld* World |
Will return the subsystem from the World if it exists and if it is initialized | |
| UPCGLandscapeCache * | |||
| const FPCGNodeVisualLogs & | Get graph warnings and errors for all nodes. | ||
| FPCGNodeVisualLogs & | |||
| bool | GetOutputData
(
FPCGTaskId InTaskId, |
Gets the output data for a given task | |
| APCGWorldActor * | |||
| UPCGSubsystem * | To be used when a PCG component can not have a world anymore, to unregister itself. | ||
| bool | True if graph cache debugging is enabled. | ||
| bool | IsGraphCurrentlyExecuting
(
UPCGGraph* Graph |
Returns true if there are any tasks for this graph currently scheduled or executing. | |
| bool | Subsystem must not be used without this condition being true. | ||
| void | NotifyGraphChanged
(
UPCGGraph* InGraph |
Propagate to the graph compiler graph changes | |
| bool | RegisterOrUpdatePCGComponent
(
UPCGComponent* InComponent, |
Register a new PCG Component or update it, will be added to the octree if it doesn't exists yet. | |
| void | RegisterPartitionActor
(
APCGPartitionActor* InActor, |
Register a new Partition actor, will be added to a map and will query all intersecting volume to bind to them if asked. | |
| void | RegisterPCGWorldActor
(
APCGWorldActor* InActor |
||
| bool | RemapPCGComponent
(
const UPCGComponent* OldComponent, |
In case of BP Actors, we need to remap the old component destroyed by the construction script to the new one. | |
| void | If the partition grid size change, call this to empty the Partition actors map | ||
| FPCGTaskId | ScheduleCleanup
(
UPCGComponent* PCGComponent, |
Schedule cleanup(owner->graph). Note that in non-partitioned mode, cleanup is immediate. | |
| FPCGTaskId | ScheduleComponent
(
UPCGComponent* PCGComponent, |
Schedule graph (owner -> graph) | |
| FPCGTaskId | ScheduleGeneric
(
TFunction< bool()> InOperation, |
General job scheduling | |
| FPCGTaskId | ScheduleGenericWithContext
(
TFunction< bool(FPCGContext*)> InOperation, |
General job scheduling with context | |
| FPCGTaskId | ScheduleGraph
(
UPCGComponent* SourceComponent, |
Schedule graph (used internally for dynamic subgraph execution) | |
| FPCGTaskId | ScheduleGraph
(
UPCGGraph* Graph, |
Schedule graph (used internally for dynamic subgraph execution) | |
| FPCGTaskId | ScheduleRefresh
(
UPCGComponent* SourceComponent, |
Schedule refresh on the current or next frame | |
| void | UnregisterPartitionActor
(
APCGPartitionActor* InActor |
Unregister a Partition actor, will be removed from the map and remove itself to all intersecting volumes. | |
| void | UnregisterPCGComponent
(
UPCGComponent* InComponent, |
Unregister a PCG Component, will be removed from the octree. | |
| void | UnregisterPCGWorldActor
(
APCGWorldActor* InActor |
||
| void | UpdateComponentTracking
(
UPCGComponent* InComponent, |
Update the tracking on a given component. |
Overridden from UWorldSubsystem
| Type | Name | Description | |
|---|---|---|---|
| void | Called once all UWorldSubsystems have been initialized |
Overridden from USubsystem
| Type | Name | Description | |
|---|---|---|---|
| void | Deinitialize () |
Implement this for deinitialization of instances of the system |
Overridden from FTickableGameObject
| Type | Name | Description | |
|---|---|---|---|
| bool | Used to determine whether the object should be ticked in the editor. |
Overridden from FTickableObjectBase
| Type | Name | Description | |
|---|---|---|---|
| TStatId | GetStatId () |
Return the stat id to use for this tickable | |
| ETickableTickType | Virtual that can be overloaded by the inheriting class. | ||
| void | Tick
(
float DeltaSeconds |
Need UpdateStreamingState? |
Enums
| Type | Name | Description | |
|---|---|---|---|
| EOperation |