unreal.PCGGetSubgraphDepthSettings¶
- class unreal.PCGGetSubgraphDepthSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsReturns the current call or recursion depth in the execution stack.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGGetSubgraphDepth.h
Editor Properties: (see get_editor_property/set_editor_property)
break_debugger(bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.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]distance_relative_to_upstream_graph(int32): [Read-Write] In the case of recursive depth, it is possible to target the current graph (0), the parent graph (1) or other graphs upstream (2+).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.expose_to_library(bool): [Read-Write]mode(PCGSubgraphDepthMode): [Read-Write]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.quiet_invalid_depth_queries(bool): [Read-Write]seed(int32): [Read-Write]use_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.
- property distance_relative_to_upstream_graph: int¶
[Read-Write] In the case of recursive depth, it is possible to target the current graph (0), the parent graph (1) or other graphs upstream (2+).
- Type:
(int32)
- property mode: PCGSubgraphDepthMode¶
[Read-Write]
- Type: