unreal.PCGGetActorPropertySettings¶
- class unreal.PCGGetActorPropertySettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsExtract a property value from an actor/component into a ParamData.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGGetActorProperty.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_selector(PCGActorSelectorSettings): [Read-Write]always_requery_actors(bool): [Read-Write] If this is true, we will never put this element in cache, and will always try to re-query the actors and read the latest properties from them.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]component_class(type(Class)): [Read-Write] If we are looking for an actor component, the class can be specified here.container_extractor_behavior(PCGContainerExtractorBehavior): [Read-Write] How we should extract the containers. (cf. enum tooltips)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]force_object_and_struct_extraction(bool): [Read-Write] deprecated: Use the different extractor behavior optionsobject_extractor_behavior(PCGObjectExtractorBehavior): [Read-Write] How we should extract the objects. (cf. enum tooltips)output_actor_reference(bool): [Read-Write] Controls whether an actor reference attribute will be added to the resultoutput_attribute_name(PCGAttributePropertyOutputSelector): [Read-Write] In the case of multiple properties being extracted, will be ignored.output_component_reference(bool): [Read-Write] Controls whether a component reference attribute will be added to the resultprint_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.process_all_components(bool): [Read-Write] Process all Actor components. If not set, only the first component found will be processed.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.property_name(Name): [Read-Write] Property name to extract. Can only extract properties that are compatible with metadata types. If None, extract the actor/component directly. Can be a comma-separated list, assuming they have the same cardinality.sanitize_output_attribute_name(bool): [Read-Write] If the output attribute name has special characters, remove them.seed(int32): [Read-Write]select_component(bool): [Read-Write] Allow to look for an actor component instead of an actor. It will need to be attached to the found actor.struct_extractor_behavior(PCGStructExtractorBehavior): [Read-Write] How we should extract the structs. (cf. enum tooltips)track_actors_only_within_bounds(bool): [Read-Write] If this is checked, found actors that are outside component bounds will not trigger a refresh. Only works for tags for now in editor.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_selector: PCGActorSelectorSettings¶
[Read-Write]
- Type:
- property always_requery_actors: bool¶
[Read-Write] If this is true, we will never put this element in cache, and will always try to re-query the actors and read the latest properties from them.
- Type:
(bool)
- property component_class: Class¶
[Read-Write] If we are looking for an actor component, the class can be specified here.
- property container_extractor_behavior: PCGContainerExtractorBehavior¶
[Read-Write] How we should extract the containers. (cf. enum tooltips)
- Type:
- property force_object_and_struct_extraction: bool¶
[Read-Write] deprecated: Use the different extractor behavior options
- Type:
(bool)
- property object_extractor_behavior: PCGObjectExtractorBehavior¶
[Read-Write] How we should extract the objects. (cf. enum tooltips)
- Type:
- property output_actor_reference: bool¶
[Read-Write] Controls whether an actor reference attribute will be added to the result
- Type:
(bool)
- property output_attribute_name: PCGAttributePropertyOutputSelector¶
[Read-Write] In the case of multiple properties being extracted, will be ignored.
- property output_component_reference: bool¶
[Read-Write] Controls whether a component reference attribute will be added to the result
- Type:
(bool)
- property process_all_components: bool¶
[Read-Write] Process all Actor components. If not set, only the first component found will be processed.
- Type:
(bool)
- property property_name: Name¶
[Read-Write] Property name to extract. Can only extract properties that are compatible with metadata types. If None, extract the actor/component directly. Can be a comma-separated list, assuming they have the same cardinality.
- Type:
(Name)
- property sanitize_output_attribute_name: bool¶
[Read-Write] If the output attribute name has special characters, remove them.
- Type:
(bool)
- property select_component: bool¶
[Read-Write] Allow to look for an actor component instead of an actor. It will need to be attached to the found actor.
- Type:
(bool)
- property struct_extractor_behavior: PCGStructExtractorBehavior¶
[Read-Write] How we should extract the structs. (cf. enum tooltips)
- Type: