unreal.PCGApplyOnActorSettings

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

Bases: PCGSettings

Apply property overrides and executes functions on a target actor.

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGApplyOnActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • break_debugger (bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.

  • category (Text): [Read-Write]

  • 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.

  • expose_to_library (bool): [Read-Write]

  • object_reference_attribute (PCGAttributePropertyInputSelector): [Read-Write] If something is connected in the In pin, will look for this attribute values to load, representing the object reference.

  • post_process_function_names (Array[Name]): [Read-Write] Specify a list of functions to be called on the target actor. Functions need to be parameter-less and with “CallInEditor” flag enabled.

  • 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.

  • property_override_descriptions (Array[PCGObjectPropertyOverrideDescription]): [Read-Write] Override the default property values on the target actor. Applied before post-process functions.

  • seed (int32): [Read-Write]

  • silence_error_on_empty_object_path (bool): [Read-Write] Opt-in option to silence errors when the path is Empty or nothing to extract.

  • synchronous_load (bool): [Read-Write] By default, object loading is asynchronous, can force it synchronous if needed.

  • target_actor (Actor): [Read-Write] deprecated: TargetActor has been deprecated; pass data directly to the ‘In’ pin instead.

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

property object_reference_attribute: PCGAttributePropertyInputSelector

[Read-Write] If something is connected in the In pin, will look for this attribute values to load, representing the object reference.

Type:

(PCGAttributePropertyInputSelector)

property post_process_function_names: None

[Read-Write] Specify a list of functions to be called on the target actor. Functions need to be parameter-less and with “CallInEditor” flag enabled.

Type:

(Array[Name])

property property_override_descriptions: None

[Read-Write] Override the default property values on the target actor. Applied before post-process functions.

Type:

(Array[PCGObjectPropertyOverrideDescription])

property silence_error_on_empty_object_path: bool

[Read-Write] Opt-in option to silence errors when the path is Empty or nothing to extract.

Type:

(bool)

property synchronous_load: bool

[Read-Write] By default, object loading is asynchronous, can force it synchronous if needed.

Type:

(bool)

property target_actor: Actor

[Read-Write] deprecated: TargetActor has been deprecated; pass data directly to the ‘In’ pin instead.

Type:

(Actor)