unreal.PCGAttributeTransferSettings
¶
- class unreal.PCGAttributeTransferSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettings
Transfer an attribute from a source metadata to a target data. Only support Spatial to Spatial and Points to Points, and they need to match.
For Spatial data, number of entries in the metadata should be the same between source and target.
For Point data, number of points should be the same between source and target.
The output will be the target data with the updated metadata. If the TargetAttributeName is None, it will use SourceAttributeName instead.
To do the same but with a Source param data, use CreateAttribute.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGAttributeTransferElement.h
Editor Properties: (see get_editor_property/set_editor_property)
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]filter_on_tags
(Set[str]): [Read-Write] Warning - this is deprecated and will be removed soon since we have a Filter By Tag node for this specific purposepass_through_filtered_out_inputs
(bool): [Read-Write] Warning - this is deprecated and will be removed soon since we have a Filter By Tag node for this specific purposeseed
(int32): [Read-Write]source_attribute_name
(Name): [Read-Write]tags_applied_on_output
(Set[str]): [Read-Write] Applies the specified tags on the output data. Note - this might be replaced by a dedicated Tagging nodetarget_attribute_name
(Name): [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.