unreal.PCGApplyOnActorSettings
¶
- class unreal.PCGApplyOnActorSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettings
Apply property overrides and executes functions on a target actor.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGApplyOnActor.h
Editor Properties: (see get_editor_property/set_editor_property)
break_debugger
(bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.category
(Text): [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]post_process_function_names
(Array[Name]): [Read-Write] Specify a list of functions to be called on the target actor. Functions need to be parameter-less and with “CallInEditor” flag enabled.property_override_descriptions
(Array[PCGObjectPropertyOverrideDescription]): [Read-Write] Override the default property values on the target actor. Applied before post-process functions.seed
(int32): [Read-Write]target_actor
(Actor): [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 post_process_function_names: None¶
[Read-Write] Specify a list of functions to be called on the target actor. Functions need to be parameter-less and with “CallInEditor” flag enabled.