unreal.PVFoliagePaletteSettings

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

Bases: PVBaseSettings

PVFoliage Palette Settings

C++ Source:

  • Plugin: ProceduralVegetationEditor

  • Module: ProceduralVegetation

  • File: PVFoliagePaletteSettings.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]

  • 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]

  • foliage_infos (Array[PVFoliageInfo]): [Read-Write] List of foliage meshes used for this plant.

    Each entry references a Static Mesh or Skeletal Mesh and sets condition values that decide where it spawns. The Foliage Distributor compares these condition values against each spawning point’s attributes (light, scale, height, etc.) and places the entry whose conditions best match.

  • foliage_meshes (Array[Object]): [Read-Write] deprecated: Use FoliageInfos instead

  • only_expose_in_debug_mode (bool): [Read-Write]

  • override_foliage (bool): [Read-Write] (Deprecated) Override flag for foliage assignments.

    Deprecated. FoliageInfos can now be updated without an override toggle. Will be removed in a future release. deprecated: FoliageInfos can now be updated without Override foliage

  • 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.

  • visualization (PVSettingsVisualization): [Read-Write]

property foliage_meshes: None

[Read-Write] deprecated: Use FoliageInfos instead

Type:

(Array[Object])

property override_foliage: bool

[Read-Write] (Deprecated) Override flag for foliage assignments.

Deprecated. FoliageInfos can now be updated without an override toggle. Will be removed in a future release. deprecated: FoliageInfos can now be updated without Override foliage

Type:

(bool)