unreal.PCGGetPropertyFromObjectPathSettings

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

Bases: PCGSettings

Extract property from a list of soft object paths.

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGGetPropertyFromObjectPath.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]

  • force_object_and_struct_extraction (bool): [Read-Write] If the property is a struct/object supported by metadata, this option can be toggled to force extracting all (compatible) properties contained in this property. Automatically true if unsupported by metadata. For now, only supports direct child properties (and not deeper).

  • input_source (PCGAttributePropertyInputSelector): [Read-Write] If something is connected in the In pin, will look for this attribute values to load.

  • object_paths_to_extract (Array[SoftObjectPath]): [Read-Write] If nothing is connected in the In pin, will use those static paths to load.

  • output_attribute_name (Name): [Read-Write] By default, attribute name will be None, but it can be overridden by this name. Use SourceName: to use the property name (only works when not extracting).

  • persist_all_data (bool): [Read-Write] Opt-in option to create empty data when there is nothing to extract or property is not found, to have the same number of inputs than outputs.

  • property_name (Name): [Read-Write] Property name to extract. Can only extract properties that are compatible with metadata types. If None, extract the object.

  • seed (int32): [Read-Write]

  • silence_error_on_empty_object_path (bool): [Read-Write] Opt-in option to silence errors when the path is Empty or nothing to extract.

  • synchronous_load (bool): [Read-Write] By default, object loading is asynchronous, can force it synchronous if needed.

  • 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 force_object_and_struct_extraction: bool

[Read-Write] If the property is a struct/object supported by metadata, this option can be toggled to force extracting all (compatible) properties contained in this property. Automatically true if unsupported by metadata. For now, only supports direct child properties (and not deeper).

Type:

(bool)

property input_source: PCGAttributePropertyInputSelector

[Read-Write] If something is connected in the In pin, will look for this attribute values to load.

Type:

(PCGAttributePropertyInputSelector)

property object_paths_to_extract: None

[Read-Write] If nothing is connected in the In pin, will use those static paths to load.

Type:

(Array[SoftObjectPath])

property output_attribute_name: Name

[Read-Write] By default, attribute name will be None, but it can be overridden by this name. Use SourceName: to use the property name (only works when not extracting).

Type:

(Name)

property persist_all_data: bool

[Read-Write] Opt-in option to create empty data when there is nothing to extract or property is not found, to have the same number of inputs than outputs.

Type:

(bool)

property property_name: Name

[Read-Write] Property name to extract. Can only extract properties that are compatible with metadata types. If None, extract the object.

Type:

(Name)

property silence_error_on_empty_object_path: bool

[Read-Write] Opt-in option to silence errors when the path is Empty or nothing to extract.

Type:

(bool)

property synchronous_load: bool

[Read-Write] By default, object loading is asynchronous, can force it synchronous if needed.

Type:

(bool)