unreal.PCGAttributeSelectSettings
¶
- class unreal.PCGAttributeSelectSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettings
Take all the entries/points from the input and perform a select operation on the given attribute/property on the given axis (if the attribute/property is a vector) and output the result into a ParamData. It will also output the selected point if the input is a PointData.
Only support vector attributes and scalar attributes.
CustomAxis is overridable.
In case of the median operation, and the number of elements is even, we arbitrarily chose a point (Index = Num / 2)
If the OutputAttributeName is None, we will use InputSource.GetName().
C++ Source:
Plugin: PCG
Module: PCG
File: PCGAttributeSelectElement.h
Editor Properties: (see get_editor_property/set_editor_property)
axis
(PCGAttributeSelectAxis): [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]custom_axis
(Vector4): [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]operation
(PCGAttributeSelectOperation): [Read-Write]output_attribute_name
(Name): [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 axis: PCGAttributeSelectAxis¶
[Read-Write]
- Type:
- property input_source: PCGAttributePropertyInputSelector¶
[Read-Write]
- property operation: PCGAttributeSelectOperation¶
[Read-Write]
- Type: