unreal.PCGMeshSamplerSettings¶
- class unreal.PCGMeshSamplerSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsSample points on a mesh.
C++ Source:
Plugin: PCGGeometryScriptInterop
Module: PCGGeometryScriptInterop
File: PCGMeshSampler.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]color_channel_as_density(PCGColorChannel): [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_color_override(LinearColor): [Read-Write] When the mesh doesn’t have any vertex color, will use this color instead. Otherwise, it will use (0,0,0,0) for “per point” and white for the rest.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]extract_mesh_from_input(bool): [Read-Write] Can provide a list of inputs to sample the meshes from. It can be a list of StaticMeshes/SkeletalMeshes, a list of Actors that have a Scene Component (like a Static Mesh Component), or a list of Scene Components directly. Geometry Script needs to be able to extract a dynamic mesh from this scene component (so won’t work for ISMCs for example) and for now will work only with a single scene component. Each entry (either in the same data or separate data) will produce a unique output data.extract_uv_as_attribute(bool): [Read-Write]has_default_color_override(bool): [Read-Write]input_source(PCGAttributePropertyInputSelector): [Read-Write] Selector to read data from.material_attribute_name(Name): [Read-Write]material_id_attribute_name(Name): [Read-Write]mesh(Object): [Read-Write] Soft Object Path to the mesh to sample from. Supports Static Meshes and Skeletal Meshes. Will be loaded.non_uniform_sampling_options(GeometryScriptNonUniformPointSamplingOptions): [Read-Write]output_material_info(bool): [Read-Write]output_triangle_ids(bool): [Read-Write]point_steepness(float): [Read-Write] Each PCG point represents a discretized, volumetric region of world space. The points’ Steepness value [0.0 to 1.0] establishes how “hard” or “soft” that volume will be represented. From 0, it will ramp up linearly increasing its influence over the density from the point’s center up to two times the bounds. At 1, it will represent a binary box function with the size of the point’s bounds.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.remove_hidden_triangles(bool): [Read-Write] Post-processing pass after voxelization to remove hidden triangles.requested_lod_index(int32): [Read-Write]requested_lod_type(GeometryScriptLODType): [Read-Write] LOD type to use when creating DynamicMesh from specified StaticMesh/SkeletalMesh.sampling_method(PCGMeshSamplingMethod): [Read-Write]sampling_options(GeometryScriptMeshPointSamplingOptions): [Read-Write] Poisson Sampling parametersseed(int32): [Read-Write]synchronous_load(bool): [Read-Write]triangle_id_attribute_name(Name): [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_color_channel_as_density(bool): [Read-Write] Will extract the color channel into the density.use_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.uv_attribute_name(Name): [Read-Write]uv_channel(int32): [Read-Write]voxel_size(float): [Read-Write] Size of a voxel for the voxelization.voxelize(bool): [Read-Write] Enable voxelisation as a preparation pass. Can be more expensive given the VoxelSize.
- property color_channel_as_density: PCGColorChannel¶
[Read-Write]
- Type:
- property default_color_override: LinearColor¶
[Read-Write] When the mesh doesn’t have any vertex color, will use this color instead. Otherwise, it will use (0,0,0,0) for “per point” and white for the rest.
- Type:
- property extract_mesh_from_input: bool¶
[Read-Write] Can provide a list of inputs to sample the meshes from. It can be a list of StaticMeshes/SkeletalMeshes, a list of Actors that have a Scene Component (like a Static Mesh Component), or a list of Scene Components directly. Geometry Script needs to be able to extract a dynamic mesh from this scene component (so won’t work for ISMCs for example) and for now will work only with a single scene component. Each entry (either in the same data or separate data) will produce a unique output data.
- Type:
(bool)
- property input_source: PCGAttributePropertyInputSelector¶
[Read-Write] Selector to read data from.
- property mesh: Object¶
[Read-Write] Soft Object Path to the mesh to sample from. Supports Static Meshes and Skeletal Meshes. Will be loaded.
- Type:
(Object)
- property non_uniform_sampling_options: GeometryScriptNonUniformPointSamplingOptions¶
[Read-Write]
- property point_steepness: float¶
[Read-Write] Each PCG point represents a discretized, volumetric region of world space. The points’ Steepness value [0.0 to 1.0] establishes how “hard” or “soft” that volume will be represented. From 0, it will ramp up linearly increasing its influence over the density from the point’s center up to two times the bounds. At 1, it will represent a binary box function with the size of the point’s bounds.
- Type:
(float)
[Read-Write] Post-processing pass after voxelization to remove hidden triangles.
- Type:
(bool)
- property requested_lod_type: GeometryScriptLODType¶
[Read-Write] LOD type to use when creating DynamicMesh from specified StaticMesh/SkeletalMesh.
- Type:
- property sampling_method: PCGMeshSamplingMethod¶
[Read-Write]
- Type:
- property sampling_options: GeometryScriptMeshPointSamplingOptions¶
[Read-Write] Poisson Sampling parameters