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 hierarchies

  • option (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 PCGMetadata

  • seed (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::InFolder

  • spawned_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 allow_template_actor_editing: bool

[Read-Write]

Type:

(bool)

property attach_options: PCGAttachOptions

[Read-Write]

Type:

(PCGAttachOptions)

property force_disable_actor_parsing: bool

[Read-Write]

Type:

(bool)

property generation_trigger: PCGSpawnActorGenerationTrigger

[Read-Write]

Type:

(PCGSpawnActorGenerationTrigger)

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:

(PCGSpawnActorOption)

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

Type:

(Array[Name])

property spawn_attribute: Name

[Read-Write]

Type:

(Name)

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)

property spawned_actor_property_override_descriptions: None

[Read-Write]

Type:

(Array[PCGObjectPropertyOverrideDescription])

property tags_to_add_on_actors: None

[Read-Write]

Type:

(Array[Name])

property template_actor: Actor

[Read-Write]

Type:

(Actor)

property template_actor_class: Class

[Read-Only]

Type:

(type(Class))