unreal.PCGGetAssetListSettings¶
- class unreal.PCGGetAssetListSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsReturns the contents of a collection or a folder in an attribute list. Note that this does not track contents and as such is not a cacheable node.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGGetAssetList.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_list_source(PCGAssetListSource): [Read-Write] Controls whether we will retrieve the files from a specified directory or from a collection.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]collection(Name): [Read-Write] Name of the collection to parse for assets.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]directory(DirectoryPath): [Read-Write] Directory path to parse for assets. In ‘long package name’ format, e.g. ‘/Game/’ and so on.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]get_class_path(bool): [Read-Write] Controls whether the class path will also be exported as part of this node in the ‘ClassPath’ attribute.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.quiet(bool): [Read-Write] Controls whether inexistant or empty collections will log a warning.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 asset_list_source: PCGAssetListSource¶
[Read-Write] Controls whether we will retrieve the files from a specified directory or from a collection.
- Type:
- property directory: DirectoryPath¶
[Read-Write] Directory path to parse for assets. In ‘long package name’ format, e.g. ‘/Game/’ and so on.
- Type: