unreal.PCGLoadDataAssetSettings

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

Bases: PCGSettings

Loader/Executor of PCG data assets

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGLoadAssetElement.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset (PCGDataAsset): [Read-Write]

  • asset_color (LinearColor): [Read-Only] Cached from the data when loaded

  • asset_description (Text): [Read-Only] Cached from the data when loaded

  • asset_name (str): [Read-Only] Cached from the data when loaded

  • asset_reference_selector (PCGAttributePropertyInputSelector): [Read-Write]

  • break_debugger (bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.

  • category (Text): [Read-Write]

  • data_index_tag (Name): [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.

  • expose_to_library (bool): [Read-Write]

  • input_index_tag (Name): [Read-Write]

  • load_from_input (bool): [Read-Write]

  • pins (Array[PCGPinProperties]): [Read-Only]

  • 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.

  • seed (int32): [Read-Write]

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

  • tag_outputs_based_on_output_pins (bool): [Read-Only] Controls whether the data output from the loaded asset will be passed to the default pin with tags or on the proper pins.

  • use_seed (bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.

  • warn_if_no_asset (bool): [Read-Write] Warns if asset is null or couldn’t be loaded

property asset: PCGDataAsset

[Read-Write]

Type:

(PCGDataAsset)

property asset_color: LinearColor

[Read-Only] Cached from the data when loaded

Type:

(LinearColor)

property asset_description: Text

[Read-Only] Cached from the data when loaded

Type:

(Text)

property asset_name: str

[Read-Only] Cached from the data when loaded

Type:

(str)

property asset_reference_selector: PCGAttributePropertyInputSelector

[Read-Write]

Type:

(PCGAttributePropertyInputSelector)

property data_index_tag: Name

[Read-Write]

Type:

(Name)

property input_index_tag: Name

[Read-Write]

Type:

(Name)

property load_from_input: bool

[Read-Write]

Type:

(bool)

property pins: None

[Read-Only]

Type:

(Array[PCGPinProperties])

property synchronous_load: bool

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

Type:

(bool)

property tag_outputs_based_on_output_pins: bool

[Read-Only] Controls whether the data output from the loaded asset will be passed to the default pin with tags or on the proper pins.

Type:

(bool)

property warn_if_no_asset: bool

[Read-Write] Warns if asset is null or couldn’t be loaded

Type:

(bool)