unreal.PCGSpawnDynamicMeshSettings¶
- class unreal.PCGSpawnDynamicMeshSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGDynamicMeshBaseSettingsSpawn a dynamic mesh component for each dynamic mesh data in input.
C++ Source:
Plugin: PCGGeometryScriptInterop
Module: PCGGeometryScriptInterop
File: PCGSpawnDynamicMesh.h
Editor Properties: (see get_editor_property/set_editor_property)
break_debugger(bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.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.expose_to_library(bool): [Read-Write]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.seed(int32): [Read-Write]target_actor(Actor): [Read-Write]use_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.