Navigation
API > API/Plugins > API/Plugins/PCGGeometryScriptInterop
Subclass of PCG Blueprint Element, it comes with pre-configured pins as input and output for Dynamic meshes and force to be non-cacheable. The function CopyOrStealInputData is a helper to either steal (efficient) or copy the input data (less efficient) so work can be done in place on the Dynamic Mesh. More importantly, a user deriving from this class will want to implement ProcessDynamicMesh, the only thing needed to streamline the process and removes all the boilerplate when in a simple input->output case.
| Name | UPCGGeometryBlueprintElement |
| Type | class |
| Header File | /Engine/Plugins/PCGInterops/PCGGeometryScriptInterop/Source/PCGGeometryScriptInterop/Public/Elements/PCGGeometryBlueprintElement.h |
| Include Path | #include "Elements/PCGGeometryBlueprintElement.h" |
Syntax
UCLASS (MinimalAPI, Abstract, BlueprintType, Blueprintable, HideCategories=(Object))
class UPCGGeometryBlueprintElement : public UPCGBlueprintElement
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGBlueprintElement → UPCGGeometryBlueprintElement
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGGeometryBlueprintElement() |
Elements/PCGGeometryBlueprintElement.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGDynamicMeshData * CopyOrStealInputData
(
const FPCGTaggedData& InTaggedData |
Allows to steal the data and work in place if the data is not used elsewhere. | Elements/PCGGeometryBlueprintElement.h |
|
virtual void ExecuteWithContext_Implementation
(
FPCGContext& InContext, |
Virtual implementation to streamline the creation of a Geometry Script node processing. | Elements/PCGGeometryBlueprintElement.h | |
void ProcessDynamicMesh
(
UDynamicMesh* InDynMesh, |
Streamlined version of the Execute function, to only process the dynamic meshes. | Elements/PCGGeometryBlueprintElement.h |
|