unreal.PCGLoadDataAssetSettings¶
- class unreal.PCGLoadDataAssetSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsLoader/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 loadedasset_description(Text): [Read-Only] Cached from the data when loadedasset_name(str): [Read-Only] Cached from the data when loadedasset_reference_selector(PCGAttributePropertyInputSelector): [Read-Write]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]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]default_attribute_overrides(Array[str]): [Read-Write] Tag:Value default overrides to be applied to the loaded data.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]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.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.seed(int32): [Read-Write]set_default_attribute_overrides_from_input(bool): [Read-Write] Exposes an attribute set pin to override defaults of the loaded data assets.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.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.warn_if_no_asset(bool): [Read-Write] Warns if asset is null or couldn’t be loaded
- property asset: PCGDataAsset¶
[Read-Write]
- Type:
- property asset_color: LinearColor¶
[Read-Only] Cached from the data when loaded
- Type:
- property asset_reference_selector: PCGAttributePropertyInputSelector¶
[Read-Write]
- property default_attribute_overrides: None¶
Value default overrides to be applied to the loaded data.
- property set_default_attribute_overrides_from_input: bool¶
[Read-Write] Exposes an attribute set pin to override defaults of the loaded data assets.
- Type:
(bool)
- property synchronous_load: bool¶
[Read-Write] By default, data table loading is asynchronous, can force it synchronous if needed.
- Type:
(bool)