unreal.PCGSpawnActorSettings¶
- class unreal.PCGSpawnActorSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGBaseSubgraphSettingsPCG settings class that allows spawning actors with some options to perform the work more efficiently.
Note that depending on the options, any PCG components on the spawned actors can be also generated,
which is why this class derives from UPCGBaseSubgraphSettings - it has similar inner-workings to the subgraph node
as far as data passing and dispatch go.
Note that at this point in time, results from the underlying graphs being generated is not propagated back as results of this node.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGSpawnActor.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_template_actor_editing(bool): [Read-Write]attach_options(PCGAttachOptions): [Read-Write] Controls where spawned actors will appear in the Outliner. Note that attaching actors to an actor couples their streaming. Note that new nodes now have the ‘In Folder’ option by default.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]data_layer_settings(PCGDataLayerSettings): [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]delete_actors_before_generation(bool): [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]force_disable_actor_parsing(bool): [Read-Write]generation_trigger(PCGSpawnActorGenerationTrigger): [Read-Write]hlod_settings(PCGHLODSettings): [Read-Write]inherit_actor_tags(bool): [Read-Write] Warning: inheriting parent actor tags work only in non-collapsed actor hierarchiesoption(PCGSpawnActorOption): [Read-Write] Controls how actors are spawned; collapsed in more efficient components or as-is with generation or not. Note that new nodes now have the ‘No Merging’ option by default.post_spawn_function_names(Array[Name]): [Read-Write] Can specify a list of functions from the template class to be called on each actor spawned, in order. Need to have “CallInEditor” flag enabled and have either no parameters or exactly the parameters PCGPoint and PCGMetadataprint_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]spawn_attribute(Name): [Read-Write]spawn_by_attribute(bool): [Read-Write]spawned_actor_property_override_descriptions(Array[PCGObjectPropertyOverrideDescription]): [Read-Write]tags_to_add_on_actors(Array[Name]): [Read-Write]template_actor(Actor): [Read-Write]template_actor_class(type(Class)): [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 actor at same spawn location, etc).
- property attach_options: PCGAttachOptions¶
[Read-Write] Controls where spawned actors will appear in the Outliner. Note that attaching actors to an actor couples their streaming. Note that new nodes now have the ‘In Folder’ option by default.
- Type:
- property data_layer_settings: PCGDataLayerSettings¶
[Read-Write]
- Type:
- property generation_trigger: PCGSpawnActorGenerationTrigger¶
[Read-Write]
- Type:
- property hlod_settings: PCGHLODSettings¶
[Read-Write]
- Type:
- property inherit_actor_tags: bool¶
inheriting parent actor tags work only in non-collapsed actor hierarchies
- Type:
(bool)
- Type:
[Read-Write] Warning
- property option: PCGSpawnActorOption¶
[Read-Write] Controls how actors are spawned; collapsed in more efficient components or as-is with generation or not. Note that new nodes now have the ‘No Merging’ option by default.
- Type:
- property post_spawn_function_names: None¶
[Read-Write] Can specify a list of functions from the template class to be called on each actor spawned, in order. Need to have “CallInEditor” flag enabled and have either no parameters or exactly the parameters PCGPoint and PCGMetadata