unreal.PCGGetPropertyFromObjectPathSettings

class unreal.PCGGetPropertyFromObjectPathSettings(outer: Object | None = None, name: Name | str = 'None')

Bases: PCGSettings

Extract property from a list of soft object paths.

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGGetPropertyFromObjectPath.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]

  • container_extractor_behavior (PCGContainerExtractorBehavior): [Read-Write] How we should extract the containers. (cf. enum tooltips)

  • 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] deprecated: Use the different extractor behavior options

  • input_source (PCGAttributePropertyInputSelector): [Read-Write] If something is connected in the In pin, it will look for this attribute value for the object to load.

  • object_extractor_behavior (PCGObjectExtractorBehavior): [Read-Write] How we should extract the objects. (cf. enum tooltips)

  • object_paths_to_extract (Array[SoftObjectPath]): [Read-Write] If nothing is connected in the In pin, it will use these static paths to load.

  • output_attribute_name (PCGAttributePropertyOutputSelector): [Read-Write] In the case of multiple properties being extracted, will be ignored.

  • persist_all_data (bool): [Read-Write] Opt-in option to create empty data when there is nothing to extract or property is not found, to have the same number of inputs than outputs.

  • 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] Property name to extract. Can only extract properties that are compatible with metadata types. If None, extract the object.

  • sanitize_output_attribute_name (bool): [Read-Write] If the output attribute name has special characters, remove them.

  • seed (int32): [Read-Write]

  • silence_error_on_empty_object_path (bool): [Read-Write] Opt-in option to silence errors when the path is Empty or nothing to extract.

  • struct_extractor_behavior (PCGStructExtractorBehavior): [Read-Write] How we should extract the structs. (cf. enum tooltips)

  • synchronous_load (bool): [Read-Write] By default, object loading is asynchronous, can force it synchronous if needed.

  • 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 container_extractor_behavior: PCGContainerExtractorBehavior

[Read-Write] How we should extract the containers. (cf. enum tooltips)

Type:

(PCGContainerExtractorBehavior)

property force_object_and_struct_extraction: bool

[Read-Write] deprecated: Use the different extractor behavior options

Type:

(bool)

property input_source: PCGAttributePropertyInputSelector

[Read-Write] If something is connected in the In pin, it will look for this attribute value for the object to load.

Type:

(PCGAttributePropertyInputSelector)

property object_extractor_behavior: PCGObjectExtractorBehavior

[Read-Write] How we should extract the objects. (cf. enum tooltips)

Type:

(PCGObjectExtractorBehavior)

property object_paths_to_extract: None

[Read-Write] If nothing is connected in the In pin, it will use these static paths to load.

Type:

(Array[SoftObjectPath])

property output_attribute_name: PCGAttributePropertyOutputSelector

[Read-Write] In the case of multiple properties being extracted, will be ignored.

Type:

(PCGAttributePropertyOutputSelector)

property persist_all_data: bool

[Read-Write] Opt-in option to create empty data when there is nothing to extract or property is not found, to have the same number of inputs than outputs.

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 object.

Type:

(Name)

property sanitize_output_attribute_name: bool

[Read-Write] If the output attribute name has special characters, remove them.

Type:

(bool)

property silence_error_on_empty_object_path: bool

[Read-Write] Opt-in option to silence errors when the path is Empty or nothing to extract.

Type:

(bool)

property struct_extractor_behavior: PCGStructExtractorBehavior

[Read-Write] How we should extract the structs. (cf. enum tooltips)

Type:

(PCGStructExtractorBehavior)

property synchronous_load: bool

[Read-Write] By default, object loading is asynchronous, can force it synchronous if needed.

Type:

(bool)