unreal.PCGPropertyToParamDataSettings¶
- class unreal.PCGPropertyToParamDataSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsExtract a property value from an actor/component into a ParamData.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGPropertyToParamData.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_selector(PCGActorSelectorSettings): [Read-Write]always_requery_actors(bool): [Read-Write] If this is true, we will never put this element in cache, and will always try to re-query the actors and read the latest properties from them.category(Text): [Read-Write]component_class(type(Class)): [Read-Write] If we are looking for an actor component, the class can be specified here.debug(bool): [Read-Write]debug_settings(PCGDebugVisualizationSettings): [Read-Write]description(Text): [Read-Write]determinism_settings(PCGDeterminismSettings): [Read-Write]enabled(bool): [Read-Write]expose_to_library(bool): [Read-Write]extract_object_and_struct(bool): [Read-Write] If the property is a struct/object unsupported by metadata, this option can be toggled to extract all (compatible) properties contained in this property. For now, only supports direct child properties (and not deeper).filter_on_tags(Set[str]): [Read-Write] Warning - this is deprecated and will be removed soon since we have a Filter By Tag node for this specific purposeoutput_attribute_name(Name): [Read-Write] By default, attribute name will be the property name, but it can be overridden by this name.pass_through_filtered_out_inputs(bool): [Read-Write] Warning - this is deprecated and will be removed soon since we have a Filter By Tag node for this specific purposeproperty_name(Name): [Read-Write] Property name to extract. Can only extract properties that are compatible with metadata types.seed(int32): [Read-Write]select_component(bool): [Read-Write] Allow to look for an actor component instead of an actor. It will need to be attached to the found actor.tags_applied_on_output(Set[str]): [Read-Write] Applies the specified tags on the output data. Note - this might be replaced by a dedicated Tagging nodetrack_actors_only_within_bounds(bool): [Read-Write] If this is checked, found actors that are outside component bounds will not trigger a refresh. Only works for tags for now in editor.use_seed(bool): [Read-Only] By default, settings won’t use a seed. Set this bool to true in the child ctor to allow edition and use it.
- property actor_selector: PCGActorSelectorSettings¶
[Read-Write]
- Type:
- property always_requery_actors: bool¶
[Read-Write] If this is true, we will never put this element in cache, and will always try to re-query the actors and read the latest properties from them.
- Type:
(bool)
- property component_class: Class¶
[Read-Write] If we are looking for an actor component, the class can be specified here.
- property extract_object_and_struct: bool¶
[Read-Write] If the property is a struct/object unsupported by metadata, this option can be toggled to extract all (compatible) properties contained in this property. For now, only supports direct child properties (and not deeper).
- Type:
(bool)
- property output_attribute_name: Name¶
[Read-Write] By default, attribute name will be the property name, but it can be overridden by this name.
- Type:
(Name)
- property property_name: Name¶
[Read-Write] Property name to extract. Can only extract properties that are compatible with metadata types.
- Type:
(Name)