unreal.PCGSculptLayerWriteSettings¶
- class unreal.PCGSculptLayerWriteSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsMesh Partition PCG Layer Write Settings
C++ Source:
Plugin: PCGMeshPartitionInterop
Module: PCGMeshPartitionInterop
File: PCGMeshPartitionSculptLayerWrite.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]channels(Array[Name]): [Read-Write] Specifies which channels we will want to write. The points should have these as float attributes.constrain_to_bounds(bool): [Read-Write] When true, any attempts to move points outside the bounds of the owning actor are clamped to the bounds of the actor.Disabling this will allow editing points outside your working PCG volume, but could cause huge modifier bounds if you accidentally try to write to nonsensical locations (such as using the wrong attribute accidentally).
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]destination_positions_attribute(str): [Read-Write] When the destination positions are an attribute, the name of this attribute. It should be a FVector attribute.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.expose_to_library(bool): [Read-Write]max_closest_point_distance(float): [Read-Write]only_include_fully_modified_triangles(bool): [Read-Write] When creating the sculpt layer modifier, whether to only include triangles whose vertices were all written to,or triangles with any vertices written. Setting this to true can prevent unintentional 0’s in weight channel application from unset vertices around the boundary, but would not include isolated written verts.
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.priority(double): [Read-Write] Priority for the modifier that will be making modifications to the meshprofile_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]source_positions_attribute(str): [Read-Write] When the source positions are an attribute, the name of this attribute. It should be a FVector attribute.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).type(Name): [Read-Write] Type to use for the modifier that will be making modifications to the meshuse_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.write_positions(bool): [Read-Write] When false, destination positions are not written (only channels are)