unreal.PCGSkinnedMeshSpawnerSettings

class unreal.PCGSkinnedMeshSpawnerSettings(outer: Object | None = None, name: Name | str = 'None')

Bases: PCGSettings

PCGSkinned 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 location

  • 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]

  • 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]

Type:

(PCGSkinnedMeshInstanceDataPackerBase)

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.

Type:

(type(Class))

property mesh_selector_parameters: PCGSkinnedMeshSelector

[Read-Only]

Type:

(PCGSkinnedMeshSelector)

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.

Type:

(Array[Name])

set_instance_packer_type(instance_packer_type) None

Set Instance Packer Type

Parameters:

instance_packer_type (type(Class))

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.

Type:

(Array[PCGObjectPropertyOverrideDescription])

property synchronous_load: bool

[Read-Write] Meshes/Materials will be synchronously loaded before spawning instead of asynchronously.

Type:

(bool)

property target_actor: Actor

[Read-Write]

Type:

(Actor)

property 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).

Type:

(bool)