unreal.PCGSpawnActorSettings
¶
- class unreal.PCGSpawnActorSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGBaseSubgraphSettings
PCG settings class that allows spawning actors with some options to perform the work more efficiently.
Note that depending on the options, any PCG components on the spawned actors can be also generated,
which is why this class derives from UPCGBaseSubgraphSettings - it has similar inner-workings to the subgraph node
as far as data passing and dispatch go.
Note that at this point in time, results from the underlying graphs being generated is not propagated back as results of this node.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGSpawnActor.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_template_actor_editing
(bool): [Read-Write]attach_options
(PCGAttachOptions): [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]force_disable_actor_parsing
(bool): [Read-Write]generation_trigger
(PCGSpawnActorGenerationTrigger): [Read-Write]inherit_actor_tags
(bool): [Read-Write] Warning: inheriting parent actor tags work only in non-collapsed actor hierarchiesoption
(PCGSpawnActorOption): [Read-Write]post_spawn_function_names
(Array[Name]): [Read-Write] Can specify a list of functions from the template class to be called on each actor spawned, in order. Need to have “CallInEditor” flag enabled and have either no parameters or exactly the parameters PCGPoint and PCGMetadataseed
(int32): [Read-Write]spawn_attribute
(Name): [Read-Write]spawn_by_attribute
(bool): [Read-Write] Note that this is no longer the default value for new nodes, it is now EPCGAttachOptions::InFolderspawned_actor_property_override_descriptions
(Array[PCGObjectPropertyOverrideDescription]): [Read-Write]tags_to_add_on_actors
(Array[Name]): [Read-Write]template_actor
(Actor): [Read-Write]template_actor_class
(type(Class)): [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 attach_options: PCGAttachOptions¶
[Read-Write]
- Type:
- property generation_trigger: PCGSpawnActorGenerationTrigger¶
[Read-Write]
- Type:
- property inherit_actor_tags: bool¶
inheriting parent actor tags work only in non-collapsed actor hierarchies
- Type:
(bool)
- Type:
[Read-Write] Warning
- property option: PCGSpawnActorOption¶
[Read-Write]
- Type:
- property post_spawn_function_names: None¶
[Read-Write] Can specify a list of functions from the template class to be called on each actor spawned, in order. Need to have “CallInEditor” flag enabled and have either no parameters or exactly the parameters PCGPoint and PCGMetadata
- property spawn_by_attribute: bool¶
[Read-Write] Note that this is no longer the default value for new nodes, it is now EPCGAttachOptions::InFolder
- Type:
(bool)