unreal.PCGGenerateGrassMapsSettings

class unreal.PCGGenerateGrassMapsSettings(outer: Object | None = None, name: Name | str = 'None')

Bases: PCGGenerateLandscapeTexturesSettings

PCGGenerate Grass Maps Settings

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGGenerateGrassMaps.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]

  • 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]

  • exclude_selected_grass_types (bool): [Read-Write] Only generate grass types which are not selected.

  • 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]

  • generate_height_map (bool): [Read-Write] Generate a landscape height texture.

  • grass_types_attribute (PCGAttributePropertyInputSelector): [Read-Write] Input attribute to pull grass type strings from.

  • num_landscape_components_generated_per_frame (int32): [Read-Write]

  • output_data_for_each_selected_grass_type (bool): [Read-Write] Output texture data for each selected grass type. Outputs black for grass types that are not present.

  • output_texture_array (bool): [Read-Write] Output a single texture 2D array data rather than a texture 2D data for each slice.

  • override_from_input (bool): [Read-Write] Override grass types from input.

  • 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]

  • selected_grass_types (Array[Name]): [Read-Write] Select which grass types to generate.

  • skip_readback_to_cpu (bool): [Read-Write] deprecated: Property ‘bSkipReadbackToCPU’ is deprecated.

  • tag_data_with_landscape_grass_type_asset_names (bool): [Read-Write] Use the Landscape Grass Type asset’s names, rather than the grass names to sample the grass maps. Mostly there for deprecation purposes : it used to be that these were the only way to address grass maps, but that is not the case anymore : the grass input’s name in the Landscape Grass Output material expression is what drives the grass maps, so they should be used from now on (for example, the material can now use the same Landscape Grass Type asset for 2 different grass maps, so addressing them by asset name is not sufficient to differentiate them).

  • 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.