unreal.PCGSkinnedMeshSpawnerSettings¶
- class unreal.PCGSkinnedMeshSpawnerSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsPCGSkinned Mesh Spawner Settings
C++ Source:
Plugin: PCG
Module: PCG
File: PCGSkinnedMeshSpawner.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_mesh_bounds_to_points(bool): [Read-Write] Sets the BoundsMin and BoundsMax attributes of each point to reflect the AnimBank mesh spawned at its locationbreak_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]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.expose_to_library(bool): [Read-Write]instance_data_packer_parameters(PCGSkinnedMeshInstanceDataPackerBase): [Read-Only]instance_data_packer_type(type(Class)): [Read-Write] Defines the method of custom data packing for spawned anim bank meshes. Note, Rotators are treated as 3 floats, while Quaternions are treated as 4 floats. You can see an attribute’s type in the ‘Attribute List View’ window, and use an ‘Attribute Cast’ node to cast to the desired type.mesh_selector_parameters(PCGSkinnedMeshSelector): [Read-Only]post_process_function_names(Array[Name]): [Read-Write] Specify a list of functions to be called on the target actor after instances are spawned. Functions need to be parameter-less and with “CallInEditor” flag enabled.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]silence_override_attribute_not_found_errors(bool): [Read-Write] Opt-in option to silence errors when the property override attributes are not found.skinned_mesh_component_property_overrides(Array[PCGObjectPropertyOverrideDescription]): [Read-Write] Map an attribute directly to an anim bank descriptor property, the value of which will be overriden when generated. Note: Currently only enabled using SelectByAttribute mesh selection.synchronous_load(bool): [Read-Write] Meshes/Materials will be synchronously loaded before spawning instead of asynchronously.target_actor(Actor): [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.warn_on_identical_spawn(bool): [Read-Write] Adds a warning to the node on repeated spawning with identical conditions (ie. same mesh descriptor at same spawn location, etc).
- property apply_mesh_bounds_to_points: bool¶
[Read-Write] Sets the BoundsMin and BoundsMax attributes of each point to reflect the AnimBank mesh spawned at its location
- Type:
(bool)
- property instance_data_packer_parameters: PCGSkinnedMeshInstanceDataPackerBase¶
[Read-Only]
- property instance_data_packer_type: Class¶
[Read-Only] Defines the method of custom data packing for spawned anim bank meshes. Note, Rotators are treated as 3 floats, while Quaternions are treated as 4 floats. You can see an attribute’s type in the ‘Attribute List View’ window, and use an ‘Attribute Cast’ node to cast to the desired type.
- property mesh_selector_parameters: PCGSkinnedMeshSelector¶
[Read-Only]
- Type:
- property post_process_function_names: None¶
[Read-Write] Specify a list of functions to be called on the target actor after instances are spawned. Functions need to be parameter-less and with “CallInEditor” flag enabled.
- property silence_override_attribute_not_found_errors: bool¶
[Read-Write] Opt-in option to silence errors when the property override attributes are not found.
- Type:
(bool)
- property skinned_mesh_component_property_overrides: None¶
[Read-Write] Map an attribute directly to an anim bank descriptor property, the value of which will be overriden when generated. Note: Currently only enabled using SelectByAttribute mesh selection.