unreal.PCGBlueprintSettings

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

Bases: PCGSettings

PCGBlueprint Settings

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGExecuteBlueprint.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blueprint_element_instance (PCGBlueprintElement): [Read-Only]

  • blueprint_element_type (type(Class)): [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]

  • 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]

  • track_actors_only_within_bounds (bool): [Read-Write] If this is checked, found actors that are outside component bounds will not trigger a refresh. Only works for tags for now in editor.

  • tracked_actor_tags (Array[Name]): [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 blueprint_element_instance: PCGBlueprintElement

[Read-Only]

Type:

(PCGBlueprintElement)

property blueprint_element_type: Class

[Read-Only]

Type:

(type(Class))

get_element_type()

Get Element Type

Return type:

type(Class)

set_element_type(element_type) PCGBlueprintElement

Set Element Type

Parameters:

element_type (type(Class)) –

Returns:

element_instance (PCGBlueprintElement):

Return type:

PCGBlueprintElement

property track_actors_only_within_bounds: bool

[Read-Only] If this is checked, found actors that are outside component bounds will not trigger a refresh. Only works for tags for now in editor.

Type:

(bool)

property tracked_actor_tags: None

[Read-Write]

Type:

(Array[Name])