unreal.PCGGetMeshTerrainSectionChannelTexturesSettings¶
- class unreal.PCGGetMeshTerrainSectionChannelTexturesSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsEmits the input mesh terrain section’s baked channel textures.
C++ Source:
Plugin: PCGMeshPartitionInterop
Module: PCGMeshPartitionInterop
File: PCGGetMeshTerrainSectionChannelTextures.h
Editor Properties: (see get_editor_property/set_editor_property)
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]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]drop_missing_channels(bool): [Read-Write] When true, channels not present on this section are dropped from the output, making the output count vary by section. When false (default), missing channels are emitted as zero slices (or black textures in per-channel mode) so the output count and ordering stay stable across sections.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]exclude_selected_channels(bool): [Read-Write] When true, output every channel EXCEPT those in SelectedChannels. When false, output exactly SelectedChannels in user-given order.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]filter(PCGTextureFilter): [Read-Write] Filter mode applied when downstream nodes sample the emitted texture(s).output_texture_array(bool): [Read-Write] Emit a single Texture 2D Array (true) or one Texture 2D per selected channel tagged with the channel name (false).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]selected_channels(Array[Name]): [Read-Write] Channel names to operate on. Resolved against the parent mesh partition definition’s channel list.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 drop_missing_channels: bool¶
[Read-Write] When true, channels not present on this section are dropped from the output, making the output count vary by section. When false (default), missing channels are emitted as zero slices (or black textures in per-channel mode) so the output count and ordering stay stable across sections.
- Type:
(bool)
- property exclude_selected_channels: bool¶
[Read-Write] When true, output every channel EXCEPT those in SelectedChannels. When false, output exactly SelectedChannels in user-given order.
- Type:
(bool)