unreal.PCGQueryParams

class unreal.PCGQueryParams(ray_origin: Vector = Ellipsis, ray_direction: Vector = Ellipsis, ray_length: float = 0.0, query_type: PCGQueryType = Ellipsis, layer_name: Name = 'None', sub_priority: float = 0.0, inclusive: bool = False, recompute_vertex_normals: bool = False, override_default_params: bool = False, channels: None = [], get_impact_point: bool = False, get_impact_normal: bool = False, get_distance: bool = False, get_face_index: bool = False, get_uv_coords: bool = False, accept_any_hit_section: bool = False)

Bases: StructBase

Mesh Partition PCG Query Params

C++ Source:

  • Plugin: PCGMeshPartitionInterop

  • Module: PCGMeshPartitionInterop

  • File: PCGMeshPartitionData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • accept_any_hit_section (bool): [Read-Write] When false, raycast all possible sections to make sure we get the closest hit, but if true, accept any hit.

    This can be left true to speed up sampling, as long as your sections don’t overlap in such a way that a sampling ray could hit multiple sections.

  • channels (Array[Name]): [Read-Write] Specifies which channel we will want to sample.

  • get_distance (bool): [Read-Write] Create an attribute for the distance between the ray origin and the impact point.

  • get_face_index (bool): [Read-Write] Create an attribute for index of the hit face. Note: Will only work in complex traces.

  • get_impact_normal (bool): [Read-Write] Create an attribute for the impact normal.

  • get_impact_point (bool): [Read-Write] Create an attribute for the impact location in world space.

  • get_uv_coords (bool): [Read-Write] Create an attribute for UV Coordinates of the surface hit. Note: Will only work in complex traces.

  • inclusive (bool): [Read-Write] When sampling an intermediate build, whether we build up to but not including the given layer/sub-priority, or whether we include it.

  • layer_name (Name): [Read-Write] When sampling an intermediate build, the layer up to which to build the mesh (not including the layer itself, unless Inlcusive is set).

  • mega_mesh_override (MeshPartition): [Read-Write] When supplied, only the given megamesh will be queried. Otherwise, all megameshes in bounds will be queried.

  • override_default_params (bool): [Read-Write] Set ray parameters including origin, direction and length explicitly rather than deriving these from the generating actor bounds.

  • query_type (PCGQueryType): [Read-Write]

  • ray_direction (Vector): [Read-Write]

  • ray_length (double): [Read-Write]

  • ray_origin (Vector): [Read-Write]

  • recompute_vertex_normals (bool): [Read-Write] When not sampling base sections, whether to update the vertex normals. Vertex normals are used for point

    rotations when converting to points.

  • sub_priority (double): [Read-Write] When sampling an intermediate build, optional specific sub-priority up to which to build the mesh within the chosen priority layer (higher priorities are applied after lower).

property accept_any_hit_section: bool

[Read-Write] When false, raycast all possible sections to make sure we get the closest hit, but if true, accept any hit. This can be left true to speed up sampling, as long as your sections don’t overlap in such a way that a sampling ray could hit multiple sections.

Type:

(bool)

property channels: None

[Read-Write] Specifies which channel we will want to sample.

Type:

(Array[Name])

property get_distance: bool

[Read-Write] Create an attribute for the distance between the ray origin and the impact point.

Type:

(bool)

property get_face_index: bool

Will only work in complex traces.

Type:

(bool)

Type:

[Read-Write] Create an attribute for index of the hit face. Note

property get_impact_normal: bool

[Read-Write] Create an attribute for the impact normal.

Type:

(bool)

property get_impact_point: bool

[Read-Write] Create an attribute for the impact location in world space.

Type:

(bool)

property get_uv_coords: bool

Will only work in complex traces.

Type:

(bool)

Type:

[Read-Write] Create an attribute for UV Coordinates of the surface hit. Note

property inclusive: bool

[Read-Write] When sampling an intermediate build, whether we build up to but not including the given layer/sub-priority, or whether we include it.

Type:

(bool)

property layer_name: Name

[Read-Write] When sampling an intermediate build, the layer up to which to build the mesh (not including the layer itself, unless Inlcusive is set).

Type:

(Name)

property override_default_params: bool

[Read-Write] Set ray parameters including origin, direction and length explicitly rather than deriving these from the generating actor bounds.

Type:

(bool)

property query_type: PCGQueryType

[Read-Write]

Type:

(PCGQueryType)

property ray_direction: Vector

[Read-Write]

Type:

(Vector)

property ray_length: float

[Read-Write]

Type:

(double)

property ray_origin: Vector

[Read-Write]

Type:

(Vector)

property recompute_vertex_normals: bool

[Read-Write] When not sampling base sections, whether to update the vertex normals. Vertex normals are used for point rotations when converting to points.

Type:

(bool)

property sub_priority: float

[Read-Write] When sampling an intermediate build, optional specific sub-priority up to which to build the mesh within the chosen priority layer (higher priorities are applied after lower).

Type:

(double)