unreal.PCGAddComponentSettings

class unreal.PCGAddComponentSettings(outer: Object | None = None, name: Name | str = 'None')

Bases: PCGSettings

Creates components and adds them to specified actors.

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGAddComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_reference_attribute (PCGAttributePropertyInputSelector): [Read-Write] Specifies what attribute is used to derive actor reference

  • allow_template_component_editing (bool): [Read-Write]

  • break_debugger (bool): [Read-Write] If a debugger is attached, a breakpoint will be triggered in the execution code to enable debugging. Only applies when inspecting a debug object. Transient and Editor-only.

  • category (Text): [Read-Write]

  • class_attribute (PCGAttributePropertyInputSelector): [Read-Write] Specifies component class selection

  • component_reference_attribute (PCGAttributePropertyOutputNoSourceSelector): [Read-Write] Specifies what attribute to write the component reference to.

  • debug (bool): [Read-Write]

  • debug_buffer_size (int32): [Read-Write] Size (in number of floats) of the shader debug print buffer.

  • debug_settings (PCGDebugVisualizationSettings): [Read-Write]

  • description (Text): [Read-Write]

  • determinism_settings (PCGDeterminismSettings): [Read-Write]

  • dump_cooked_hlsl (bool): [Read-Write] Dump the cooked HLSL into the log after it is generated.

  • dump_data_descriptions (bool): [Read-Write] Dump the data descriptions of input/output pins to the log.

  • enabled (bool): [Read-Write]

  • execute_on_gpu (bool): [Read-Write] Whether this node should be executed on the GPU.

  • execution_dependency_required (bool): [Read-Write] If enabled, the execution dependency pin will require to be connected for execution (as any other required pin) and will be used for culling.

  • expose_to_library (bool): [Read-Write]

  • print_shader_debug_values (bool): [Read-Write] Enable use of ‘WriteDebugValue(uint Index, float Value)’ function in your kernel. Allows you to write float values to a buffer for logging on the CPU.

  • profile_kernel_index (int32): [Read-Write] Index of kernel emitted by this node to repeatedly dispatch every frame to enable profiling. Set to -1 to disable profiling. PCG_GPU_KERNEL_PROFILING must be defined in PCG.Build.cs.

  • seed (int32): [Read-Write]

  • template_component (ActorComponent): [Read-Write]

  • template_component_class (type(Class)): [Read-Write]

  • trigger_render_capture (bool): [Read-Write] Will trigger a render capture when this node executes and a debug object is selected in the graph editor. Transient and Editor-only. Render captures must be enabled (e.g. -AttachRenderDoc or -AttachPIX).

  • use_class_attribute (bool): [Read-Write] Controls whether component class selection will be done by attribute or from a constant defined in this node.

  • use_seed (bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.

property actor_reference_attribute: PCGAttributePropertyInputSelector

[Read-Write] Specifies what attribute is used to derive actor reference

Type:

(PCGAttributePropertyInputSelector)

property allow_template_component_editing: bool

[Read-Write]

Type:

(bool)

property class_attribute: PCGAttributePropertyInputSelector

[Read-Write] Specifies component class selection

Type:

(PCGAttributePropertyInputSelector)

property component_reference_attribute: PCGAttributePropertyOutputNoSourceSelector

[Read-Write] Specifies what attribute to write the component reference to.

Type:

(PCGAttributePropertyOutputNoSourceSelector)

property template_component: ActorComponent

[Read-Write]

Type:

(ActorComponent)

property template_component_class: Class

[Read-Only]

Type:

(type(Class))

property use_class_attribute: bool

[Read-Write] Controls whether component class selection will be done by attribute or from a constant defined in this node.

Type:

(bool)