unreal.PCGCleanSplineSettings¶
- class unreal.PCGCleanSplineSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsRemove superfluous control points along the spline, such as those that are co-located or collinear.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGCleanSpline.h
Editor Properties: (see get_editor_property/set_editor_property)
break_debugger(bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.category(Text): [Read-Write]collinear_angle_threshold(double): [Read-Write] A control point will be considered collinear if it is within this angle from the segment between its previous and next control points.colocation_distance_threshold(double): [Read-Write] Control points will be considered co-located if they are within this distance from one another.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.expose_to_library(bool): [Read-Write]fuse_colocated_control_points(bool): [Read-Write] Fuse control points that share the same location in world space, within a distance threshold. Colocated points are inherently collinear, so this will automatically be applied when removing collinear points.fuse_mode(PCGControlPointFuseMode): [Read-Write] Controls how two co-located points will be fused together.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.remove_collinear_control_points(bool): [Read-Write] Remove control points on linear sections of the spline that would otherwise have no effect on the final spline calculation.seed(int32): [Read-Write]use_radians(bool): [Read-Write] Use radians directly, instead of degrees. The current ‘CollinearAngleThreshold’ value will be automatically converted when toggled.use_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.use_spline_local_space(bool): [Read-Write] Use spline local space for the distance calculation, rather than world space.
- property collinear_angle_threshold: float¶
[Read-Write] A control point will be considered collinear if it is within this angle from the segment between its previous and next control points.
- Type:
(double)
- property colocation_distance_threshold: float¶
[Read-Write] Control points will be considered co-located if they are within this distance from one another.
- Type:
(double)
- property fuse_colocated_control_points: bool¶
[Read-Write] Fuse control points that share the same location in world space, within a distance threshold. Colocated points are inherently collinear, so this will automatically be applied when removing collinear points.
- Type:
(bool)
- property fuse_mode: PCGControlPointFuseMode¶
[Read-Write] Controls how two co-located points will be fused together.
- Type:
- property remove_collinear_control_points: bool¶
[Read-Write] Remove control points on linear sections of the spline that would otherwise have no effect on the final spline calculation.
- Type:
(bool)