unreal.PCGApplySplineToComponentSettings¶
- class unreal.PCGApplySplineToComponentSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsApplies PCG spline data to existing spline component(s) referenced by a component reference path in an attribute set. Intended for use in level asset graphs only.
Supports 1:N and N:N mappings: if a single (1) attribute set is used, the number of entries should be equal to the number of spline data (N). Otherwise, this assumes that there is a single entry per attribute set (N) matching the number of input spline data (N).
C++ Source:
Plugin: PCG
Module: PCG
File: PCGApplySplineToComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
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]component_reference_attribute(PCGAttributePropertyInputSelector): [Read-Write] Attribute on the Component param data that holds the soft object path to each target USplineComponent. Defaults to “ComponentReference” (the standard output attribute of Spawn Spline Component).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]silence_warning_on_unresolved_path(bool): [Read-Write] Silence warnings when a component path is empty or cannot be resolved.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_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.
- property component_reference_attribute: PCGAttributePropertyInputSelector¶
[Read-Write] Attribute on the Component param data that holds the soft object path to each target USplineComponent. Defaults to “ComponentReference” (the standard output attribute of Spawn Spline Component).