unreal.PCGSpawnInstancedActorsSettings

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

Bases: PCGSettings

Node 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.

Type:

(type(Class))

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.

Type:

(PCGAttributePropertyInputSelector)

property spawn_by_attribute: bool

[Read-Write] Controls whether the actor class to use will be driven by an attribute on the input data.

Type:

(bool)