unreal.PCGLoopSettings¶
- class unreal.PCGLoopSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSubgraphSettingsPCGLoop Settings
C++ Source:
Plugin: PCG
Module: PCG
File: PCGLoopElement.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]feedback_pins(str): [Read-Write] Comma-separated list of pin names that will act as feedback pins, namely that in a given iteration it will receive the data from the output pin of the same name of the previous loop iteration. These pins can have initial data, in which case only the first iteration will get this data.loop_pins(str): [Read-Write] Comma-separated list of pin names on which we will loop by-element in a step-wise fashion; if more than one is provided, it is expected that they all have the same number of data. If none are provided, the first connected pin will taken as the pin to loop on.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]subgraph_instance(PCGGraphInstance): [Read-Only]subgraph_override(PCGGraphInterface): [Read-Write]tokenize_on_white_space(bool): [Read-Write]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_graph_default_pin_usage(bool): [Read-Write] Controls whether the pin usage (normal, loop, feedback) will be taken from the subgraph to execute or from the manually provided list.use_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.
- property feedback_pins: str¶
[Read-Write] Comma-separated list of pin names that will act as feedback pins, namely that in a given iteration it will receive the data from the output pin of the same name of the previous loop iteration. These pins can have initial data, in which case only the first iteration will get this data.
- Type:
(str)
- property loop_pins: str¶
[Read-Write] Comma-separated list of pin names on which we will loop by-element in a step-wise fashion; if more than one is provided, it is expected that they all have the same number of data. If none are provided, the first connected pin will taken as the pin to loop on.
- Type:
(str)