unreal.PCGPointFromMeshSettings¶
- class unreal.PCGPointFromMeshSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsPointFromMesh creates a single point at the origin with an attribute containing a SoftObjectPath to the selected UStaticMesh
C++ Source:
Plugin: PCG
Module: PCG
File: PCGPointFromMeshElement.h
Editor Properties: (see get_editor_property/set_editor_property)
break_debugger(bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.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.expose_to_library(bool): [Read-Write]mesh_path_attribute_name(Name): [Read-Write] Name of the string attribute to be created and hold a SoftObjectPath to the StaticMeshprint_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.seed(int32): [Read-Write]static_mesh(StaticMesh): [Read-Write]synchronous_load(bool): [Read-Write] By default, mesh loading is asynchronous, can force it synchronous if needed.use_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.
- property mesh_path_attribute_name: Name¶
[Read-Write] Name of the string attribute to be created and hold a SoftObjectPath to the StaticMesh
- Type:
(Name)
- property static_mesh: StaticMesh¶
[Read-Write]
- Type: