unreal.PCGSpawnSplineSettings¶
- class unreal.PCGSpawnSplineSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsSpawn a spline component from a spline data.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGSpawnSpline.h
Editor Properties: (see get_editor_property/set_editor_property)
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]component_reference_attribute_name(Name): [Read-Write] Can output the spawned component reference in an attribute.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]output_spline_component_reference(bool): [Read-Write]post_process_function_names(Array[Name]): [Read-Write] Specify a list of functions to be called on the target actor after spline creation. 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.property_override_descriptions(Array[PCGObjectPropertyOverrideDescription]): [Read-Write] Overrides to apply on the spawned component.seed(int32): [Read-Write]spawn_component_from_attribute(bool): [Read-Write]spawn_component_from_attribute_name(PCGAttributePropertyInputSelector): [Read-Write] If the class of the component to spawn is coming from an attribute.spline_component(type(Class)): [Read-Write] Class of the component to spawn, must be a subclass of Spline Component.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 component_reference_attribute_name: Name¶
[Read-Write] Can output the spawned component reference in an attribute.
- Type:
(Name)
- property post_process_function_names: None¶
[Read-Write] Specify a list of functions to be called on the target actor after spline creation. Functions need to be parameter-less and with “CallInEditor” flag enabled.
- property property_override_descriptions: None¶
[Read-Write] Overrides to apply on the spawned component.
- property spawn_component_from_attribute_name: PCGAttributePropertyInputSelector¶
[Read-Write] If the class of the component to spawn is coming from an attribute.