unreal.PCGDataFromTool¶
- class unreal.PCGDataFromTool(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsBuilds a collection of PCG-compatible data from the specified editor tools.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGDataFromTool.h
Editor Properties: (see get_editor_property/set_editor_property)
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]data_instance(Name): [Read-Write] The optional name of the data this node should retrieve. If you want to support multiple tool outputs of the same type, differentiate using this name. Example given: “Trees” or “Bushes” will allow you to paint onto two different layers so you can process them differently in the graph.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]tool_tag(Name): [Read-Write] The tool tag on the pcg component to create a data collection from. Example given: “PaintTool” will allow you to retrieve points created by the PaintTool in the level viewport in PCG mode.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 data_instance: Name¶
[Read-Write] The optional name of the data this node should retrieve. If you want to support multiple tool outputs of the same type, differentiate using this name. Example given: “Trees” or “Bushes” will allow you to paint onto two different layers so you can process them differently in the graph.
- Type:
(Name)