unreal.PCGCreateAttributeSettings¶
- class unreal.PCGCreateAttributeSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsAdds an attribute to Spatial data or to an Attribute Set, or creates a new Attribute Set if no input is provided.
Note: This need to be updated if we ever add new types.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGCreateAttribute.h
Editor Properties: (see get_editor_property/set_editor_property)
attribute_types(PCGMetadataTypesConstantStruct): [Read-Write]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]filter_on_tags(Set[str]): [Read-Write] Warning - this is deprecated and will be removed soon since we have a Filter By Tag node for this specific purposefrom_source_param(bool): [Read-Write]output_attribute_name(Name): [Read-Write]pass_through_filtered_out_inputs(bool): [Read-Write] Warning - this is deprecated and will be removed soon since we have a Filter By Tag node for this specific purposeseed(int32): [Read-Write]source_param_attribute_name(Name): [Read-Write]tags_applied_on_output(Set[str]): [Read-Write] Applies the specified tags on the output data. Note - this might be replaced by a dedicated Tagging nodeuse_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 attribute_types: PCGMetadataTypesConstantStruct¶
[Read-Write]
- Type: