unreal.PCGGetActorDataLayersSettings

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

Bases: PCGSettings

PCGGet Actor Data Layers Settings

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGGetActorDataLayers.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_reference_attribute (PCGAttributePropertyInputSelector): [Read-Write] Actor reference Attribute to use from input to resolve actors

  • 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_layer_reference_attribute (PCGAttributePropertyOutputSelector): [Read-Write] Data Layer reference Attribute to use as output

  • 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]

  • 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 actor_reference_attribute: PCGAttributePropertyInputSelector

[Read-Write] Actor reference Attribute to use from input to resolve actors

Type:

(PCGAttributePropertyInputSelector)

property data_layer_reference_attribute: PCGAttributePropertyOutputSelector

[Read-Write] Data Layer reference Attribute to use as output

Type:

(PCGAttributePropertyOutputSelector)