unreal.PCGAttributeTransferSettings
¶
- class unreal.PCGAttributeTransferSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettings
Transfer an attribute from a source metadata to a target data. Only support Spatial to Spatial and Points to Points, and they need to match.
For Spatial data, number of entries in the metadata should be the same between source and target.
For Point data, number of points should be the same between source and target.
To do the same but with a Source param data, use CreateAttribute.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGAttributeTransferElement.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]seed
(int32): [Read-Write]source_attribute_property
(PCGAttributePropertyInputSelector): [Read-Write]target_attribute_property
(PCGAttributePropertyOutputSelector): [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 source_attribute_property: PCGAttributePropertyInputSelector¶
[Read-Write]
- property target_attribute_property: PCGAttributePropertyOutputSelector¶
[Read-Write]