unreal.PCGProjectionSettings
¶
- class unreal.PCGProjectionSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettings
PCGProjection Settings
C++ Source:
Plugin: PCG
Module: PCG
File: PCGProjectionElement.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_collapse_to_point
(bool): [Read-Write] Force the result to be sampled to points, equivalent to having a To Point node after the projection node.keep_zero_density_points
(bool): [Read-Write]projection_params
(PCGProjectionParams): [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 force_collapse_to_point: bool¶
[Read-Write] Force the result to be sampled to points, equivalent to having a To Point node after the projection node.
- Type:
(bool)
- property params: PCGProjectionParams¶
‘params’ was renamed to ‘projection_params’.
- Type:
deprecated
- property projection_params: PCGProjectionParams¶
[Read-Write]
- Type: