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:

(PCGMetadataTypesConstantStruct)

property copy_all_attributes: bool

[Read-Write]

Type:

(bool)

property input_source: PCGAttributePropertyInputSelector

[Read-Write]

Type:

(PCGAttributePropertyInputSelector)

property output_target: PCGAttributePropertyOutputSelector

[Read-Write]

Type:

(PCGAttributePropertyOutputSelector)