unreal.CustomizableObjectNodeTable¶
- class unreal.CustomizableObjectNodeTable(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CustomizableObjectNodeCustomizable Object Node Table
C++ Source:
Plugin: Mutable
Module: CustomizableObjectEditor
File: CustomizableObjectNodeTable.h
Editor Properties: (see get_editor_property/set_editor_property)
add_none_option(bool): [Read-Write] If true, adds a “None” parameter optioncompilation_filter_options(Array[TableNodeCompilationFilter]): [Read-Write]default_row_name(Name): [Read-Write] Name of the row that will be used as default value.error_msg(str): [Read-Write] Error/Warning descriptionfilter_paths(Array[Name]): [Read-Write]gather_tags(bool): [Read-Write] Given a row, add all tags found in GameplayTag columns to its Parameter UI Metadataparam_ui_metadata(MutableParamUIMetadata): [Read-Write]param_ui_metadata_column(Name): [Read-Write] Name of the column that contains the MutableUIMetadata of the row options.parameter_name(str): [Read-Write] Name of the property parameterpose_reference_mesh(SkeletalMesh): [Read-Write] TODO Remove. Only used because poses are the diff from a Reference Skeleton. Once the pose is absolute remove this.structure(ScriptStruct): [Read-Write] Pointer to the Struct Asset represented in this nodetable(DataTable): [Read-Write] Pointer to the Data Table Asset represented in this nodetable_data_gathering_mode(TableDataGatheringSource): [Read-Write] Source where table gathers the datathumbnail_column(Name): [Read-Write] Name of the column that contains the asset to use its thumbnails as option thumbnails.use_material_color(bool): [Read-Write] If true, the “None” colors will use the color of the material parameter.If false, the “None” colors will be black. Note: if this option is true and the colors are used to generate textures, “None” option colors will be set to black.
version_column(Name): [Read-Write] Name of the column that contains the Version options.