unreal.PCGAttributeCastSettings

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

Bases: PCGSettings

Cast an attribute to another type. Support broadcastable cast (like double -> FVector) and constructible cast (like double -> float)

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGAttributeCast.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]

  • input_source (PCGAttributePropertyInputSelector): [Read-Write]

  • output_target (PCGAttributePropertyOutputSelector): [Read-Write]

  • output_type (PCGMetadataTypes): [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 input_source: PCGAttributePropertyInputSelector

[Read-Write]

Type:

(PCGAttributePropertyInputSelector)

property output_target: PCGAttributePropertyOutputSelector

[Read-Write]

Type:

(PCGAttributePropertyOutputSelector)

property output_type: PCGMetadataTypes

[Read-Write]

Type:

(PCGMetadataTypes)