unreal.PCGApplySplineToComponentSettings

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

Bases: PCGSettings

Applies 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).

Type:

(PCGAttributePropertyInputSelector)

property silence_warning_on_unresolved_path: bool

[Read-Write] Silence warnings when a component path is empty or cannot be resolved.

Type:

(bool)