unreal.PCGSpawnInstancedActorsSettings¶
- class unreal.PCGSpawnInstancedActorsSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsNode that allows to spawn instanced actors. Important notes: - In some cases, the actor class must be properly registered in the project settings prior to spawning. See the Instanced Actor plugin documentation for more details. - It is not currently possible to create or remove instanced actors at runtime and will log errors/warnings accordingly. - The Instanced Actor plugin does not support the preview/load as preview workflow, and using this node in such a way will log errors/warnings.
C++ Source:
Plugin: PCGInstancedActorsInterop
Module: PCGInstancedActorsInterop
File: PCGSpawnInstancedActors.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_class(type(Class)): [Read-Write] Actor class to spawn when not using the ‘Spawn by Attribute’ mode.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]mute_on_empty_class(bool): [Read-Write] Mutes warnings on empty class, which can be useful when some points might not have a valid class.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]spawn_attribute_selector(PCGAttributePropertyInputSelector): [Read-Write] Attribute specifier for the attribute class to spawn.spawn_by_attribute(bool): [Read-Write] Controls whether the actor class to use will be driven by an attribute on the input data.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.
- property actor_class: Class¶
[Read-Write] Actor class to spawn when not using the ‘Spawn by Attribute’ mode.
- property mute_on_empty_class: bool¶
[Read-Write] Mutes warnings on empty class, which can be useful when some points might not have a valid class.
- Type:
(bool)
- property spawn_attribute_selector: PCGAttributePropertyInputSelector¶
[Read-Write] Attribute specifier for the attribute class to spawn.