unreal.PCGExportSelectedAttributesSettings¶
- class unreal.PCGExportSelectedAttributesSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsExports the selected attributes directly to file in a specified format. Note: This node is only operational on traditional development platforms (Windows, Linux, Mac) where the Editor can be used.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGExportSelectedAttributes.h
Editor Properties: (see get_editor_property/set_editor_property)
add_custom_data_version(bool): [Read-Write]attribute_selectors(Array[PCGAttributePropertyInputSelector]): [Read-Write] The attributes to use as sources for the data export. Only those selected will be exported from the input data.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]custom_version(int32): [Read-Write] Extra user version for any special requirements. Must be >= 0.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.export_all_attributes(bool): [Read-Write]expose_to_library(bool): [Read-Write]file_name(str): [Read-Write] The file name (without extension) to export the data.format(PCGExportAttributesFormat): [Read-Write] Data will be exported to a local file in this format.layout(PCGExportAttributesLayout): [Read-Write] Determines how the data will be laid out in the export.path(DirectoryPath): [Read-Write] The directory to save the data within. If none is selected a dialog will open by default.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]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 attribute_selectors: None¶
[Read-Write] The attributes to use as sources for the data export. Only those selected will be exported from the input data.
- Type:
- property custom_version: int¶
[Read-Write] Extra user version for any special requirements. Must be >= 0.
- Type:
(int32)
- property file_name: str¶
[Read-Write] The file name (without extension) to export the data.
- Type:
(str)
- property format: PCGExportAttributesFormat¶
[Read-Write] Data will be exported to a local file in this format.
- Type:
- property layout: PCGExportAttributesLayout¶
[Read-Write] Determines how the data will be laid out in the export.
- Type:
- property path: DirectoryPath¶
[Read-Write] The directory to save the data within. If none is selected a dialog will open by default.
- Type: