unreal.PCGVisualizeAttributeSettings¶
- class unreal.PCGVisualizeAttributeSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsVisualizes a selected attribute on screen at each point’s transform.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGVisualizeAttribute.h
Editor Properties: (see get_editor_property/set_editor_property)
attribute_source(PCGAttributePropertyInputSelector): [Read-Write] This attribute will be have it’s value printed in proximity to each input point’s transform.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]color(Color): [Read-Write] The color of the on displayed value.custom_prefix_string(str): [Read-Write] A custom added prefix to which the attribute value will be appended.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.duration(double): [Read-Write] The duration (in seconds) of the displayed value.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]local_offset(Vector): [Read-Write] A local offset from the point’s location to draw the text.point_limit(int32): [Read-Write] The limit of points to draw debug messages.prefix_with_attribute_name(bool): [Read-Write] Prefix the printed value with the attribute’s name.prefix_with_index(bool): [Read-Write] Prefix the printed value with the point’s index.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]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.visualize_enabled(bool): [Read-Write] The visualizer is enabled. Useful for dynamically overriding.
- property attribute_source: PCGAttributePropertyInputSelector¶
[Read-Write] This attribute will be have it’s value printed in proximity to each input point’s transform.
- property custom_prefix_string: str¶
[Read-Write] A custom added prefix to which the attribute value will be appended.
- Type:
(str)
- property duration: float¶
[Read-Write] The duration (in seconds) of the displayed value.
- Type:
(double)
- property local_offset: Vector¶
[Read-Write] A local offset from the point’s location to draw the text.
- Type:
(Vector)
- property prefix_with_attribute_name: bool¶
[Read-Write] Prefix the printed value with the attribute’s name.
- Type:
(bool)