unreal.PCGSaveDataAssetSettings¶
- class unreal.PCGSaveDataAssetSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsNode that will save input data to a PCG data asset
C++ Source:
Plugin: PCG
Module: PCG
File: PCGSaveAssetElement.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_color(LinearColor): [Read-Write]asset_description(str): [Read-Write]break_debugger(bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.category(Text): [Read-Write]custom_data_collection_exporter_class(type(Class)): [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]params(PCGAssetExporterParameters): [Read-Write]pins(Array[PCGPinProperties]): [Read-Write]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.seed(int32): [Read-Write]use_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.
- property asset_color: LinearColor¶
[Read-Write]
- Type:
- property params: PCGAssetExporterParameters¶
[Read-Write]
- Type: