unreal.PCGGetPrimitiveSettings¶
- class unreal.PCGGetPrimitiveSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGDataFromActorSettingsBuilds a collection of primitive data from primitive components on the selected actors.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGTypedGetter.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_selector(PCGActorSelectorSettings): [Read-Write] Describes which actors to select for data collection.allowed_grids(int32): [Read-Write] Select which grid sizes to consider when collecting data from partitioned PCG components.also_output_single_point_data(bool): [Read-Write] Also produces a single point data at the actor location.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 data 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_selector(PCGComponentSelectorSettings): [Read-Write] Describes which components to select for the data collection.components_must_overlap_self(bool): [Read-Write] Only get data from components which overlap with the bounds of your source component.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.expected_pins(Array[Name]): [Read-Write] Provide pin names to match against the found component output pins. Data will automatically be wired to the expected pin if the name comparison succeeds. All unmatched pins will go into the standard out pin.expose_to_library(bool): [Read-Write]get_data_on_all_grids(bool): [Read-Write] Get data from all grid sizes if there is a partitioned PCG component on the actor, instead of a specific set of grid sizes.ignore_pcg_generated_components(bool): [Read-Write] Ignores any component that was spawned by PCG.merge_single_point_data(bool): [Read-Write] Merges all the single point data outputs into a single point data.mode(PCGGetDataFromActorMode): [Read-Write] Describes what kind of data we will collect from the found actor(s).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.property_name(Name): [Read-Write] The property name on the found actor to create a data collection from.seed(int32): [Read-Write]silence_reserved_attribute_name_warnings(bool): [Read-Write] Silence warnings that attribute names were rejected because they clash with reserved names.silence_sanitized_attribute_name_warnings(bool): [Read-Write] Silence warnings that attribute names were sanitized to replace invalid characters.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.