unreal.PCGMetadataTypesConstantStruct¶
- class unreal.PCGMetadataTypesConstantStruct(type: PCGMetadataTypes = Ellipsis, float_value: float = 0.0, int32_value: int = 0, double_value: float = 0.0, int_value: int = 0, vector2_value: Vector2D = Ellipsis, vector_value: Vector = Ellipsis, vector4_value: Vector4 = Ellipsis, quat_value: Quat = Ellipsis, transform_value: Transform = Ellipsis, string_value: str = '', bool_value: bool = False, rotator_value: Rotator = Ellipsis, name_value: Name = 'None', soft_class_path_value: SoftClassPath = Ellipsis, soft_object_path_value: SoftObjectPath = Ellipsis)¶
Bases:
StructBaseStruct to be re-used when you need to show constants types for a metadata type It will store all our values, and will display nicely depending on the type chosen
C++ Source:
Plugin: PCG
Module: PCG
File: PCGMetadataTypesConstantStruct.h
Editor Properties: (see get_editor_property/set_editor_property)
bool_value(bool): [Read-Write]double_value(double): [Read-Write]float_value(float): [Read-Write] All different typesint32_value(int32): [Read-Write]int_value(int64): [Read-Write]name_value(Name): [Read-Write]quat_value(Quat): [Read-Write]rotator_value(Rotator): [Read-Write]soft_class_path_value(SoftClassPath): [Read-Write]soft_object_path_value(SoftObjectPath): [Read-Write]string_value(str): [Read-Write]transform_value(Transform): [Read-Write]type(PCGMetadataTypes): [Read-Write]vector2_value(Vector2D): [Read-Write]vector4_value(Vector4): [Read-Write]vector_value(Vector): [Read-Write]
- property soft_class_path_value: SoftClassPath¶
[Read-Write]
- Type:
- property soft_object_path_value: SoftObjectPath¶
[Read-Write]
- Type:
- property type: PCGMetadataTypes¶
[Read-Write]
- Type: