unreal.PCGIndirectionSettings¶
- class unreal.PCGIndirectionSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsPCGIndirection Settings
C++ Source:
Plugin: PCG
Module: PCG
File: PCGIndirectionElement.h
Editor Properties: (see get_editor_property/set_editor_property)
blueprint_element_class(type(Class)): [Read-Write] The blueprint element class used to define the pin interface for this node instancebreak_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_settings(PCGDebugVisualizationSettings): [Read-Write]description(Text): [Read-Write]determinism_settings(PCGDeterminismSettings): [Read-Write]enabled(bool): [Read-Write]expose_to_library(bool): [Read-Write]proxy_interface_mode(PCGProxyInterfaceMode): [Read-Write] Defines which interface to use for populating pinsseed(int32): [Read-Write]settings(PCGSettings): [Read-Write] The element settings, which can be overriden, that will be used during the proxy executionsettings_class(type(Class)): [Read-Write] The element settings class used to define the pin interface for this node instancetag_outputs_based_on_output_pins(bool): [Read-Write]use_seed(bool): [Read-Only] By default, settings won’t use a seed. Set this bool to true in the child ctor to allow edition and use it.
- property proxy_interface_mode: PCGProxyInterfaceMode¶
[Read-Write] Defines which interface to use for populating pins
- Type:
- property settings: PCGSettings¶
[Read-Write] The element settings, which can be overriden, that will be used during the proxy execution
- Type: