unreal.PCGGetPropertyFromObjectPathSettings¶
- class unreal.PCGGetPropertyFromObjectPathSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsExtract 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 optionsinput_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:
- 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.
- property object_extractor_behavior: PCGObjectExtractorBehavior¶
[Read-Write] How we should extract the objects. (cf. enum tooltips)
- Type:
- 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:
- property output_attribute_name: PCGAttributePropertyOutputSelector¶
[Read-Write] In the case of multiple properties being extracted, will be ignored.
- 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: