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(PCGBlueprintElement): [Read-Only]blueprint_element_type(type(Class)): [Read-Write]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_settings(PCGDebugVisualizationSettings): [Read-Write]description(Text): [Read-Write]determinism_settings(PCGDeterminismSettings): [Read-Write]enabled(bool): [Read-Write]expose_to_library(bool): [Read-Write]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]use_seed(bool): [Read-Only] By default, settings won’t use a seed. Set this bool to true in the child ctor to allow edition and use it.
- property blueprint_element_instance: PCGBlueprintElement¶
[Read-Only]
- Type:
- set_element_type(element_type) PCGBlueprintElement¶
Set Element Type
- Parameters:
- Returns:
element_instance (PCGBlueprintElement):
- Return type: