unreal.PCGLoadDataAssetSettings
¶
- class unreal.PCGLoadDataAssetSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettings
Loader/Executor of PCG data assets
C++ Source:
Plugin: PCG
Module: PCG
File: PCGLoadAssetElement.h
Editor Properties: (see get_editor_property/set_editor_property)
asset
(PCGDataAsset): [Read-Write]asset_color
(LinearColor): [Read-Only] Cached from the data when loadedasset_description
(Text): [Read-Only] Cached from the data when loadedasset_name
(str): [Read-Only] Cached from the data when loadedbreak_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]pins
(Array[PCGPinProperties]): [Read-Only]seed
(int32): [Read-Write]synchronous_load
(bool): [Read-Write] By default, data table loading is asynchronous, can force it synchronous if needed.tag_outputs_based_on_output_pins
(bool): [Read-Only] Controls whether the data output from the loaded asset will be passed to the default pin with tags or on the proper pins.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.warn_if_no_asset
(bool): [Read-Write]
- property asset: PCGDataAsset¶
[Read-Write]
- Type:
- property asset_color: LinearColor¶
[Read-Only] Cached from the data when loaded
- Type:
- property synchronous_load: bool¶
[Read-Write] By default, data table loading is asynchronous, can force it synchronous if needed.
- Type:
(bool)