unreal.PCGAddAttributeSettings
¶
- class unreal.PCGAddAttributeSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettings
Add a new attribute to a spatial data or an attribute set. New attribute can be a constant, hardcoded in the node, or can come from another Attribute Set. Can also add all the attributes coming from the other Attribute Set.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGCreateAttribute.h
Editor Properties: (see get_editor_property/set_editor_property)
attribute_types
(PCGMetadataTypesConstantStruct): [Read-Write]break_debugger
(bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.category
(Text): [Read-Write]copy_all_attributes
(bool): [Read-Write]debug
(bool): [Read-Write]debug_settings
(PCGDebugVisualizationSettings): [Read-Write]description
(Text): [Read-Write]determinism_settings
(PCGDeterminismSettings): [Read-Write]enabled
(bool): [Read-Write]expose_to_library
(bool): [Read-Write]input_source
(PCGAttributePropertyInputSelector): [Read-Write]output_target
(PCGAttributePropertyOutputSelector): [Read-Write]seed
(int32): [Read-Write]use_seed
(bool): [Read-Only] By default, settings won’t use a seed. Set this bool to true in the child ctor to allow edition and use it.
- property attribute_types: PCGMetadataTypesConstantStruct¶
[Read-Write]
- Type:
- property input_source: PCGAttributePropertyInputSelector¶
[Read-Write]
- property output_target: PCGAttributePropertyOutputSelector¶
[Read-Write]