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Reads a Soft Object Path, Soft Class Path, or String attribute on any PCG data entry, resolves the asset class without loading the asset, and writes the short class name as a string (e.g. "StaticMesh") to the output attribute.
| Name | UPCGGetClassFromAttributeSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/PCGGetClassFromAttribute.h |
| Include Path | #include "Elements/PCGGetClassFromAttribute.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, ClassGroup=(Procedural))
class UPCGGetClassFromAttributeSettings : public UPCGSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGGetClassFromAttributeSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGGetClassFromAttributeSettings
(
const FObjectInitializer& Initializer |
Elements/PCGGetClassFromAttribute.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAlsoOutputClassPath | bool | If we also want to output the full Soft Class Path of the class. | Elements/PCGGetClassFromAttribute.h |
|
| bSilenceClassNotFoundWarnings | bool | If true, suppresses warnings when an input path cannot be resolved to a valid class name. | Elements/PCGGetClassFromAttribute.h |
|
| ClassPathOutputTarget | FPCGAttributePropertyOutputSelector | Optional attribute to write the full Soft Class Path. | Elements/PCGGetClassFromAttribute.h |
|
| InputSource | FPCGAttributePropertyInputSelector | Attribute to read from. Accepts Soft Object Path, Soft Class Path, or String values. | Elements/PCGGetClassFromAttribute.h |
|
| OutputTarget | FPCGAttributePropertyOutputSelector | Attribute to write the class name string to. | Elements/PCGGetClassFromAttribute.h |
|
Functions
Public
Public Virtual
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/PCGGetClassFromAttribute.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/PCGGetClassFromAttribute.h | |
virtual FName GetDefaultNodeName() |
Elements/PCGGetClassFromAttribute.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/PCGGetClassFromAttribute.h | ||
virtual FText GetNodeTooltipText() |
Elements/PCGGetClassFromAttribute.h | ||
virtual EPCGSettingsType GetType() |
Elements/PCGGetClassFromAttribute.h | ||
virtual bool HasDynamicPins () |
If the node has any dynamic pins that can change type based on input types or settings. | Elements/PCGGetClassFromAttribute.h |
Protected Virtual
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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/PCGGetClassFromAttribute.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/PCGGetClassFromAttribute.h |