unreal.PCGGetClassFromAttributeSettings¶
- class unreal.PCGGetClassFromAttributeSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsReads a Soft Object Path, Soft Class Path, or String attribute on any PCG data entry, resolves the asset class without loading the asset, and writes the short class name as a string (e.g. “StaticMesh”) to the output attribute.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGGetClassFromAttribute.h
Editor Properties: (see get_editor_property/set_editor_property)
also_output_class_path(bool): [Read-Write] If we also want to output the full Soft Class Path of the class.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]class_path_output_target(PCGAttributePropertyOutputSelector): [Read-Write] Optional attribute to write the full Soft Class Path. Useful to get the class path of the input object (if it is an actor for example).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]input_source(PCGAttributePropertyInputSelector): [Read-Write] Attribute to read from. Accepts Soft Object Path, Soft Class Path, or String values.output_target(PCGAttributePropertyOutputSelector): [Read-Write] Attribute to write the class name string to.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]silence_class_not_found_warnings(bool): [Read-Write] If true, suppresses warnings when an input path cannot be resolved to a valid class name.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 also_output_class_path: bool¶
[Read-Write] If we also want to output the full Soft Class Path of the class.
- Type:
(bool)
- property class_path_output_target: PCGAttributePropertyOutputSelector¶
[Read-Write] Optional attribute to write the full Soft Class Path. Useful to get the class path of the input object (if it is an actor for example).
- property input_source: PCGAttributePropertyInputSelector¶
[Read-Write] Attribute to read from. Accepts Soft Object Path, Soft Class Path, or String values.
- property output_target: PCGAttributePropertyOutputSelector¶
[Read-Write] Attribute to write the class name string to.