unreal.PCGMeshSamplerSettings

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

Bases: PCGSettings

Sample 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]

  • 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, 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 seperate data) will produce a unique output data.

  • extract_uv_as_attribute (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]

  • 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 to 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.

  • sampling_method (PCGMeshSamplingMethod): [Read-Write]

  • sampling_options (GeometryScriptMeshPointSamplingOptions): [Read-Write] Poisson Sampling parameters

  • seed (int32): [Read-Write]

  • static_mesh (StaticMesh): [Read-Write] Soft Object Path to the mesh to sample from. Will be loaded.

  • 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:

(PCGColorChannel)

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, 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 seperate data) will produce a unique output data.

Type:

(bool)

property extract_uv_as_attribute: bool

[Read-Write]

Type:

(bool)

property input_source: PCGAttributePropertyInputSelector

[Read-Write] Selector to read data from.

Type:

(PCGAttributePropertyInputSelector)

property material_attribute_name: Name

[Read-Write]

Type:

(Name)

property material_id_attribute_name: Name

[Read-Write]

Type:

(Name)

property non_uniform_sampling_options: GeometryScriptNonUniformPointSamplingOptions

[Read-Write]

Type:

(GeometryScriptNonUniformPointSamplingOptions)

property output_material_info: bool

[Read-Write]

Type:

(bool)

property output_triangle_ids: bool

[Read-Write]

Type:

(bool)

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 to 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)

property remove_hidden_triangles: bool

[Read-Write] Post-processing pass after voxelization to remove hidden triangles.

Type:

(bool)

property requested_lod_index: int

[Read-Write]

Type:

(int32)

property requested_lod_type: GeometryScriptLODType

[Read-Write] LOD type to use when creating DynamicMesh from specified StaticMesh.

Type:

(GeometryScriptLODType)

property sampling_method: PCGMeshSamplingMethod

[Read-Write]

Type:

(PCGMeshSamplingMethod)

property sampling_options: GeometryScriptMeshPointSamplingOptions

[Read-Write] Poisson Sampling parameters

Type:

(GeometryScriptMeshPointSamplingOptions)

property static_mesh: StaticMesh

[Read-Write] Soft Object Path to the mesh to sample from. Will be loaded.

Type:

(StaticMesh)

property synchronous_load: bool

[Read-Write]

Type:

(bool)

property triangle_id_attribute_name: Name

[Read-Write]

Type:

(Name)

property use_color_channel_as_density: bool

[Read-Write] Will extract the color channel into the density.

Type:

(bool)

property uv_attribute_name: Name

[Read-Write]

Type:

(Name)

property uv_channel: int

[Read-Write]

Type:

(int32)

property voxel_size: float

[Read-Write] Size of a voxel for the voxelization.

Type:

(float)

property voxelize: bool

[Read-Write] Enable voxelisation as a preparation pass. Can be more expensive given the VoxelSize.

Type:

(bool)