unreal.PCGBlueprintSettings¶
- class unreal.PCGBlueprintSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsPCGBlueprint Settings
C++ Source:
Plugin: PCG
Module: PCG
File: PCGExecuteBlueprint.h
Editor Properties: (see get_editor_property/set_editor_property)
blueprint_element_instance(PCGBlueprintBaseElement): [Read-Only]blueprint_element_type(type(Class)): [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]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]track_actors_only_within_bounds(bool): [Read-Write] If this is checked, found actors that are outside component bounds will not trigger a refresh. Only works for tags for now in editor.tracked_actor_tags(Array[Name]): [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_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.
- property blueprint_element_instance: PCGBlueprintBaseElement¶
[Read-Only]
- Type:
- set_blueprint_element_type(element_type) PCGBlueprintBaseElement¶
Set Blueprint Element Type
- Parameters:
- Returns:
element_instance (PCGBlueprintBaseElement):
- Return type:
- set_element_type(element_type) PCGBlueprintElement¶
Deprecated: use SetBlueprintElementType instead.
- Parameters:
- Returns:
element_instance (PCGBlueprintElement):
- Return type: