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]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] If the property is a struct/object supported by metadata, this option can be toggled to force extracting all (compatible) properties contained in this property. Automatically true if unsupported by metadata. For now, only supports direct child properties (and not deeper).input_source(PCGAttributePropertyInputSelector): [Read-Write] If something is connected in the In pin, will look for this attribute values to load.object_paths_to_extract(Array[SoftObjectPath]): [Read-Write] If nothing is connected in the In pin, will use those 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.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 force_object_and_struct_extraction: bool¶
[Read-Write] If the property is a struct/object supported by metadata, this option can be toggled to force extracting all (compatible) properties contained in this property. Automatically true if unsupported by metadata. For now, only supports direct child properties (and not deeper).
- Type:
(bool)
- property input_source: PCGAttributePropertyInputSelector¶
[Read-Write] If something is connected in the In pin, will look for this attribute values to load.
- property object_paths_to_extract: None¶
[Read-Write] If nothing is connected in the In pin, will use those 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)