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Casts rays from provided points along a given direction and transform points to the impact point.
| Name | UPCGWorldRaycastElementSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGWorldRaycast.h |
| Include Path | #include "Elements/PCGWorldRaycast.h" |
Syntax
UCLASS (BlueprintType, ClassGroup=(Procedural))
class UPCGWorldRaycastElementSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGWorldRaycastElementSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGWorldRaycastElementSettings() |
Elements/PCGWorldRaycast.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bKeepOriginalPointOnMiss | bool | Will keep the original points at their location if the raycast misses or if the hit result is out of bounds. | Elements/PCGWorldRaycast.h |
|
| bOverrideRayDirections | bool | Use a selected attribute as the ray direction. | Elements/PCGWorldRaycast.h |
|
| bOverrideRayLengths | bool | Use a selected attribute as the ray length. | Elements/PCGWorldRaycast.h |
|
| bUnbounded | bool | If no Bounding Shape input is provided, the actor bounds are used to limit the sample generation domain. | Elements/PCGWorldRaycast.h |
|
| CollisionShape | FPCGCollisionShape | Parameters for either using a line trace or specifying a collision shape. | Elements/PCGWorldRaycast.h |
|
| EndPointAttribute | FPCGAttributePropertyInputSelector | The selected attribute determines the ray terminal point. | Elements/PCGWorldRaycast.h |
|
| OriginInputAttribute | FPCGAttributePropertyInputSelector | The selected attribute determines the ray origin. | Elements/PCGWorldRaycast.h |
|
| RaycastMode | EPCGWorldRaycastMode | Determines how the ray's direction and distance will be calculated. | Elements/PCGWorldRaycast.h |
|
| RayDirection | FVector | A ray direction that will be used for all raycasts. | Elements/PCGWorldRaycast.h |
|
| RayDirectionAttribute | FPCGAttributePropertyInputSelector | The selected attribute determines the ray direction. | Elements/PCGWorldRaycast.h |
|
| RayLength | double | A ray length that will be used for all raycasts. | Elements/PCGWorldRaycast.h |
|
| RayLengthAttribute | FPCGAttributePropertyInputSelector | The selected attribute determines the ray length. | Elements/PCGWorldRaycast.h |
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| WorldQueryParams | FPCGWorldRaycastQueryParams | World ray trace parameters. | Elements/PCGWorldRaycast.h |
|
Functions
Public
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyPreconfiguredSettings
(
const FPCGPreConfiguredSettingsInfo& PreconfigureInfo |
Elements/PCGWorldRaycast.h | ||
virtual FString GetAdditionalTitleInformation() |
Derived classes can implement this to expose additional information or context, such as an asset in use by the node. | Elements/PCGWorldRaycast.h | |
virtual EPCGChangeType GetChangeTypeForProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Gets the change impact for a given property. | Elements/PCGWorldRaycast.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGWorldRaycast.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGWorldRaycast.h | ||
| List of extra aliases that will be added to the node list in the Editor.Useful when we rename a node, but we still want the user to find the old one. | Elements/PCGWorldRaycast.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGWorldRaycast.h | ||
virtual TArray< FPCGPreConfiguredSettingsInfo > GetPreconfiguredInfo() |
Return preconfigured info that will be filled in the editor palette action, allowing to create pre-configured settings | Elements/PCGWorldRaycast.h | |
virtual EPCGSettingsType GetType() |
Elements/PCGWorldRaycast.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/PCGWorldRaycast.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/PCGWorldRaycast.h |
Protected
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGWorldRaycast.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/PCGWorldRaycast.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGWorldRaycast.h |