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.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] If the property is a struct/object supported by metadata, this option can be toggled to force extracting all (compatible) properties contained in this property. Automatically true if unsupported by metadata. For now, only supports direct child properties (and not deeper).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.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 force_object_and_struct_extraction: bool¶
[Read-Write] If the property is a struct/object supported by metadata, this option can be toggled to force extracting all (compatible) properties contained in this property. Automatically true if unsupported by metadata. For now, only supports direct child properties (and not deeper).
- Type:
(bool)
- 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)