Navigation
API > API/Plugins > API/Plugins/PCG
Statically activates/deactivates output pins based on the current platform/platform group.
| Name | UPCGPlatformSwitchSettings |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/Elements/ControlFlow/PCGPlatformSwitch.h |
| Include Path | #include "Elements/ControlFlow/PCGPlatformSwitch.h" |
Syntax
UCLASS (BlueprintType, ClassGroup=(Procedural), Meta=(Keywords="if branch platform"))
class UPCGPlatformSwitchSettings : public UPCGPlatformSwitchSettingsBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGData → UPCGSettingsInterface → UPCGSettings → UPCGControlFlowSettings → UPCGPlatformSwitchSettingsBase → UPCGPlatformSwitchSettings
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Returns current platform and platform group, either by querying from editor or by using cooked values. | Elements/ControlFlow/PCGPlatformSwitch.h | ||
| Get the users selection, sanitized to remove None and duplicates. | Elements/ControlFlow/PCGPlatformSwitch.h | ||
bool IsPlatformSelected
(
FName InPlatform |
Returns true if platform or platform group included in user's selection. | Elements/ControlFlow/PCGPlatformSwitch.h | |
bool IsPlatformSelected
(
FName InPlatform, |
Elements/ControlFlow/PCGPlatformSwitch.h |
Public Virtual
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetAdditionalTitleInformation() |
Derived classes can implement this to expose additional information or context, such as an asset in use by the node. | Elements/ControlFlow/PCGPlatformSwitch.h | |
virtual FName GetDefaultNodeName() |
Elements/ControlFlow/PCGPlatformSwitch.h | ||
virtual FText GetDefaultNodeTitle() |
Elements/ControlFlow/PCGPlatformSwitch.h | ||
virtual FText GetNodeTooltipText() |
Elements/ControlFlow/PCGPlatformSwitch.h | ||
virtual bool IsPinStaticallyActive
(
const FName& OutputPinLabel |
True if we know prior to execution that the given pin will be active (not on inactive branch). | Elements/ControlFlow/PCGPlatformSwitch.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Elements/ControlFlow/PCGPlatformSwitch.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Elements/ControlFlow/PCGPlatformSwitch.h |
Protected Virtual
Overridden from UPCGSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FPCGElementPtr CreateElement() |
Elements/ControlFlow/PCGPlatformSwitch.h | ||
virtual EPCGChangeType GetChangeTypeForProperty
(
const FName& InPropertyName |
Gets the change impact for a given property. | Elements/ControlFlow/PCGPlatformSwitch.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/ControlFlow/PCGPlatformSwitch.h | |
virtual bool IsGPUFriendly
(
const FPCGPreConfiguredSettingsInfo* PreconfiguredInfo |
Whether this node is GPU-friendly: either it has a GPU execution backend, or it runs on CPU but does not force GPU data readbacks or uploads. | Elements/ControlFlow/PCGPlatformSwitch.h | |
virtual TArray< FPCGPinProperties > OutputPinProperties() |
Elements/ControlFlow/PCGPlatformSwitch.h |