unreal.PCGWorldRaycastElementSettings

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

Bases: PCGSettings

Casts rays from provided points along a given direction and transform points to the impact point.

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGWorldRaycast.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]

  • collision_shape (PCGCollisionShape): [Read-Write] Parameters for either using a line trace or specifying a collision shape.

  • 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]

  • end_point_attribute (PCGAttributePropertyInputSelector): [Read-Write] The selected attribute determines the ray terminal point.

  • 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]

  • keep_original_point_on_miss (bool): [Read-Write] Will keep the original points at their location if the raycast misses or if the hit result is out of bounds.

  • origin_input_attribute (PCGAttributePropertyInputSelector): [Read-Write] The selected attribute determines the ray origin.

  • override_ray_directions (bool): [Read-Write] Use a selected attribute as the ray direction.

  • override_ray_lengths (bool): [Read-Write] Use a selected attribute as the ray length.

  • 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.

  • ray_direction (Vector): [Read-Write] A ray direction that will be used for all raycasts.

  • ray_direction_attribute (PCGAttributePropertyInputSelector): [Read-Write] The selected attribute determines the ray direction.

  • ray_length (double): [Read-Write] A ray length that will be used for all raycasts.

  • ray_length_attribute (PCGAttributePropertyInputSelector): [Read-Write] The selected attribute determines the ray length.

  • raycast_mode (PCGWorldRaycastMode): [Read-Write] Determines how the ray’s direction and distance will be calculated.

  • 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).

  • unbounded (bool): [Read-Write] If no Bounding Shape input is provided, the actor bounds are used to limit the sample generation domain.

  • use_seed (bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.

  • world_query_params (PCGWorldRaycastQueryParams): [Read-Write] World ray trace parameters.

property collision_shape: PCGCollisionShape

[Read-Write] Parameters for either using a line trace or specifying a collision shape.

Type:

(PCGCollisionShape)

property end_point_attribute: PCGAttributePropertyInputSelector

[Read-Write] The selected attribute determines the ray terminal point.

Type:

(PCGAttributePropertyInputSelector)

property keep_original_point_on_miss: bool

[Read-Write] Will keep the original points at their location if the raycast misses or if the hit result is out of bounds.

Type:

(bool)

property origin_input_attribute: PCGAttributePropertyInputSelector

[Read-Write] The selected attribute determines the ray origin.

Type:

(PCGAttributePropertyInputSelector)

property override_ray_directions: bool

[Read-Write] Use a selected attribute as the ray direction.

Type:

(bool)

property override_ray_lengths: bool

[Read-Write] Use a selected attribute as the ray length.

Type:

(bool)

property ray_direction: Vector

[Read-Write] A ray direction that will be used for all raycasts.

Type:

(Vector)

property ray_direction_attribute: PCGAttributePropertyInputSelector

[Read-Write] The selected attribute determines the ray direction.

Type:

(PCGAttributePropertyInputSelector)

property ray_length: float

[Read-Write] A ray length that will be used for all raycasts.

Type:

(double)

property ray_length_attribute: PCGAttributePropertyInputSelector

[Read-Write] The selected attribute determines the ray length.

Type:

(PCGAttributePropertyInputSelector)

property raycast_mode: PCGWorldRaycastMode

[Read-Write] Determines how the ray’s direction and distance will be calculated.

Type:

(PCGWorldRaycastMode)

property unbounded: bool

[Read-Write] If no Bounding Shape input is provided, the actor bounds are used to limit the sample generation domain.

Type:

(bool)

property world_query_params: PCGWorldRaycastQueryParams

[Read-Write] World ray trace parameters.

Type:

(PCGWorldRaycastQueryParams)