unreal.PCGAttributePropertySelector

class unreal.PCGAttributePropertySelector

Bases: StructBase

Blueprint class to allow to select an attribute or a property. It will handle the logic and can only be modified using the blueprint library defined below. Also has a custom detail view in the PCGEditor plugin.

Note: This class should not be used as is, but need to be referenced by either an “InputSelector” or an “OutputSelector” (defined below). The reason for that is to provide 2 different default values for input and output. Input will have the ” Last”: default value (meaning last attribute written to) and the Output will have ” Source”: default value (meaning, same thing as input).

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGAttributePropertySelector.h

get_attribute_name() Name

Get Attribute Name

Return type:

Name

get_extra_names() Array[str]

Get Extra Names

Return type:

Array[str]

get_extra_property() PCGExtraProperties

Get Extra Property

Return type:

PCGExtraProperties

get_name() Name

Get Name

Return type:

Name

get_point_property() PCGPointProperties

Get Point Property

Return type:

PCGPointProperties

get_selection() PCGAttributePropertySelection

Get Selection

Return type:

PCGAttributePropertySelection

set_attribute_name(attribute_name) bool

Set Attribute Name

Parameters:

attribute_name (Name) –

Return type:

bool

set_extra_property(extra_property) bool

Set Extra Property

Parameters:

extra_property (PCGExtraProperties) –

Return type:

bool

set_point_property(point_property) bool

Set Point Property

Parameters:

point_property (PCGPointProperties) –

Return type:

bool