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Getter for user parameters defined in PCGGraph, by the user. Will pick up the value from the graph instance.
| Name | UPCGUserParameterGetSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGUserParameterGet.h |
| Include Path | #include "Elements/PCGUserParameterGet.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGUserParameterGetSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGUserParameterGetSettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bForceObjectAndStructExtraction | bool | If the property is a struct/object supported by metadata, this option can be toggled to force extracting all (compatible) properties contained in this property. | Elements/PCGUserParameterGet.h |
|
| bSanitizeOutputAttributeName | bool | If the output attribute name has special characters, remove them. | Elements/PCGUserParameterGet.h |
|
| PropertyGuid | FGuid | Elements/PCGUserParameterGet.h | ||
| PropertyName | FName | Elements/PCGUserParameterGet.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void UpdatePropertyName
(
FName InNewName |
Elements/PCGUserParameterGet.h |
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool RequiresDataFromPreTask () |
Check if we need to hook the output of the pre-task to this. | Elements/PCGUserParameterGet.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Elements/PCGUserParameterGet.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyPreconfiguredSettings
(
const FPCGPreConfiguredSettingsInfo& PreconfigureInfo |
Elements/PCGUserParameterGet.h | ||
virtual bool CanUserEditTitle() |
Returns whether the user can directly interact with the node name | Elements/PCGUserParameterGet.h | |
virtual bool ConvertNode
(
const FPCGPreconfiguredInfo& ConversionInfo |
Convert this owning node into the corresponding target. Returns true upon success. | Elements/PCGUserParameterGet.h | |
virtual FPCGElementPtr CreateElement() |
Elements/PCGUserParameterGet.h | ||
virtual TArray< FPCGPreconfiguredInfo > GetConversionInfo() |
The predefined parameters defining the conversion. | Elements/PCGUserParameterGet.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGUserParameterGet.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGUserParameterGet.h | ||
virtual TArray< FPCGPreConfiguredSettingsInfo > GetPreconfiguredInfo() |
Return preconfigured info that will be filled in the editor palette action, allowing to create pre-configured settings | Elements/PCGUserParameterGet.h | |
virtual EPCGSettingsType GetType() |
Elements/PCGUserParameterGet.h | ||
virtual bool GroupPreconfiguredSettings() |
If there are preconfigured info, decide if they are grouped in the palette in a folder with the node name, or if they are not grouped. | Elements/PCGUserParameterGet.h | |
virtual bool HasExecutionDependencyPin () |
Execution Dependency section. | Elements/PCGUserParameterGet.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/PCGUserParameterGet.h | |
virtual bool OnlyExposePreconfiguredSettings() |
If there are preconfigured info, we can skip the default settings and only expose pre-configured actions in the editor palette | Elements/PCGUserParameterGet.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGUserParameterGet.h | ||
virtual bool ShouldDrawNodeCompact() |
Puts node title on node body, reducing overall node size | Elements/PCGUserParameterGet.h |