unreal.PCGGenerateGrassMapsSettings

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

Bases: PCGSettings

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, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.

  • 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] If toggled, will only generate grass types which are not selected.

  • execute_on_gpu (bool): [Read-Write] Whether this node should be executed on the GPU.

  • expose_to_library (bool): [Read-Write]

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

  • 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.

  • seed (int32): [Read-Write]

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

  • skip_readback_to_cpu (bool): [Read-Write] Skip CPU readback of emitted textures during initialization of the texture datas.

  • use_seed (bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.

property exclude_selected_grass_types: bool

[Read-Write] If toggled, will only generate grass types which are not selected.

Type:

(bool)

property grass_types_attribute: PCGAttributePropertyInputSelector

[Read-Write] Input attribute to pull grass type strings from.

Type:

(PCGAttributePropertyInputSelector)

property override_from_input: bool

[Read-Write] Override grass types from input.

Type:

(bool)

property selected_grass_types: None

[Read-Write] Select which grass types to generate.

Type:

(Array[str])

property skip_readback_to_cpu: bool

[Read-Write] Skip CPU readback of emitted textures during initialization of the texture datas.

Type:

(bool)