unreal.PCGDeleteAttributesSettings¶
- class unreal.PCGDeleteAttributesSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsRemoves attributes from a given input metadata. Either removes specifically named attributes or remove all attributes not in a given list.
The output will be the original data with the updated metadata.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGDeleteAttributesElement.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]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]operation(PCGAttributeFilterOperation): [Read-Write] Implementation note: the default has been changed to DeleteSelected for new objectsseed(int32): [Read-Write]selected_attributes(str): [Read-Write] Comma-separated list of attributes to keep or remove from the input data.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 operation: PCGAttributeFilterOperation¶
the default has been changed to DeleteSelected for new objects
- Type:
- Type:
[Read-Write] Implementation note