unreal.PCGSaveDynamicMeshToAssetSettings¶
- class unreal.PCGSaveDynamicMeshToAssetSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGDynamicMeshBaseSettingsSaves dynamic mesh data into a static mesh asset.
C++ Source:
Plugin: PCGGeometryScriptInterop
Module: PCGGeometryScriptInterop
File: PCGSaveDynamicMeshToAsset.h
Editor Properties: (see get_editor_property/set_editor_property)
break_debugger(bool): [Read-Write] If a debugger is attached, a breakpoint will be triggered in the execution code to enable debugging. Only applies when inspecting a debug object. Transient and Editor-only.category(Text): [Read-Write]copy_mesh_to_asset_options(GeometryScriptCopyMeshToAssetOptions): [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.execution_dependency_required(bool): [Read-Write] If enabled, the execution dependency pin will require to be connected for execution (as any other required pin) and will be used for culling.export_materials_from_dynamic_mesh(bool): [Read-Write] This option has higher priority than CopyMeshToAssetOptions.ReplaceMaterials. If true, we will replace the materials from the materials stored on the PCG Dynamic Mesh data. Otherwise, we will follow what is set in CopyMeshToAssetOptions.export_params(PCGAssetExporterParameters): [Read-Write]expose_to_library(bool): [Read-Write]mesh_write_lod(GeometryScriptMeshWriteLOD): [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.profile_kernel_index(int32): [Read-Write] Index of kernel emitted by this node to repeatedly dispatch every frame to enable profiling. Set to -1 to disable profiling. PCG_GPU_KERNEL_PROFILING must be defined in PCG.Build.cs.seed(int32): [Read-Write]trigger_render_capture(bool): [Read-Write] Will trigger a render capture when this node executes and a debug object is selected in the graph editor. Transient and Editor-only. Render captures must be enabled (e.g. -AttachRenderDoc or -AttachPIX).use_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.
- property copy_mesh_to_asset_options: GeometryScriptCopyMeshToAssetOptions¶
[Read-Write]
- property export_materials_from_dynamic_mesh: bool¶
[Read-Write] This option has higher priority than CopyMeshToAssetOptions.ReplaceMaterials. If true, we will replace the materials from the materials stored on the PCG Dynamic Mesh data. Otherwise, we will follow what is set in CopyMeshToAssetOptions.
- Type:
(bool)
- property export_params: PCGAssetExporterParameters¶
[Read-Write]
- Type:
- property mesh_write_lod: GeometryScriptMeshWriteLOD¶
[Read-Write]
- Type: