unreal.PCGBlueprintSettings

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

Bases: PCGSettings

PCGBlueprint 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:

(PCGBlueprintBaseElement)

property blueprint_element_type: Class

[Read-Only]

Type:

(type(Class))

get_element_type()

Get Element Type

Return type:

type(Class)

set_blueprint_element_type(element_type) PCGBlueprintBaseElement

Set Blueprint Element Type

Parameters:

element_type (type(Class))

Returns:

element_instance (PCGBlueprintBaseElement):

Return type:

PCGBlueprintBaseElement

set_element_type(element_type) PCGBlueprintElement

Deprecated: use SetBlueprintElementType instead.

Parameters:

element_type (type(Class))

Returns:

element_instance (PCGBlueprintElement):

Return type:

PCGBlueprintElement

property track_actors_only_within_bounds: bool

[Read-Only] If this is checked, found actors that are outside component bounds will not trigger a refresh. Only works for tags for now in editor.

Type:

(bool)

property tracked_actor_tags: None

[Read-Write]

Type:

(Array[Name])