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Extra context to store all the data that need to be kept between multiple executions (time slicing)
| Name | FPCGMeshSamplerContext |
| Type | struct |
| Header File | /Engine/Plugins/PCGInterops/PCGGeometryScriptInterop/Source/PCGGeometryScriptInterop/Public/Elements/PCGMeshSampler.h |
| Include Path | #include "Elements/PCGMeshSampler.h" |
Syntax
struct FPCGMeshSamplerContext : public FPCGLoadObjectsFromPathContext
Inheritance Hierarchy
- FPCGContext → FPCGLoadObjectsFromPathContext → FPCGMeshSamplerContext
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
PRAGMA_DISABLE_DEPRECATION_WARNINGS FPCGMeshSamplerContext() |
Elements/PCGMeshSampler.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FPCGMeshSamplerContext() |
Elements/PCGMeshSampler.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| SetPointDensityFunc | void(*)(const FLinearColor &, FPCGPoint &) | Elements/PCGMeshSampler.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetMaterialList | TArray< TArray< UMaterialInterface * > > | Elements/PCGMeshSampler.h | ||
| bDataPrepared | bool | Set to true if prepared data succeeded. | Elements/PCGMeshSampler.h | |
| Colors | TArray< FGeometryScriptColorList > | Elements/PCGMeshSampler.h | ||
| ComponentMaterialList | TArray< TArray< UMaterialInterface * > > | Material Specific. | Elements/PCGMeshSampler.h | |
| DynamicMeshes | TArray< TObjectPtr< UDynamicMesh > > | Dynamic meshes. Will be added to root. | Elements/PCGMeshSampler.h | |
| MaterialAttributes | TArray< FPCGMetadataAttribute< FSoftObjectPath > * > | Elements/PCGMeshSampler.h | ||
| MaterialIdAttributes | TArray< FPCGMetadataAttribute< int32 > * > | Elements/PCGMeshSampler.h | ||
| Normals | TArray< FGeometryScriptVectorList > | Elements/PCGMeshSampler.h | ||
| OutPointData | TArray< UPCGPointData * > | Output point data. | Elements/PCGMeshSampler.h | |
| OutputData | TArray< UPCGBasePointData * > | Elements/PCGMeshSampler.h | ||
| Positions | TArray< FGeometryScriptVectorList > | Lists extracted from the meshes. | Elements/PCGMeshSampler.h | |
| SamplingFutures | TArray< TFuture< bool > > | For Poisson sampling, we are starting futures that are not framebound Store the futures and synchronisation items in the context | Elements/PCGMeshSampler.h | |
| SamplingProgess | TUniquePtr< FProgressCancel > | Elements/PCGMeshSampler.h | ||
| StartingIndices | TArray< int32 > | Starting indices for each different object to sample. If we have 3 meshes of 20 elements (like vertices) each, the array will be [0, 20, 40, 60]. | Elements/PCGMeshSampler.h | |
| StopSampling | std::atomic< bool > | Elements/PCGMeshSampler.h | ||
| TriangleIdAttributes | TArray< FPCGMetadataAttribute< int32 > * > | Elements/PCGMeshSampler.h | ||
| TriangleIds | TArray< FGeometryScriptIndexList > | Elements/PCGMeshSampler.h | ||
| UVAttributes | TArray< FPCGMetadataAttribute< FVector2D > * > | Optional attributes. | Elements/PCGMeshSampler.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetAttributeValues
(
int32 UVChannel, |
Elements/PCGMeshSampler.h | ||
void SetPointColorAndDensity
(
SetPointDensityFunc SetPointDensityFuncPtr, |
Elements/PCGMeshSampler.h |
Protected
Overridden from FPCGContext
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddExtraStructReferencedObjects
(
FReferenceCollector& Collector |
Elements/PCGMeshSampler.h |