unreal.PCGBlueprintSettings
¶
- class unreal.PCGBlueprintSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettings
PCGBlueprint Settings
C++ Source:
Plugin: PCG
Module: PCG
File: PCGExecuteBlueprint.h
Editor Properties: (see get_editor_property/set_editor_property)
blueprint_element_instance
(PCGBlueprintElement): [Read-Only]blueprint_element_type
(type(Class)): [Read-Write]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]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 nodetrack_actors_only_within_bounds
(bool): [Read-Write] If this is checked, found actors that are outside component bounds will not trigger a refresh. Only works for tags for now in editor.tracked_actor_tags
(Array[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.
- property blueprint_element_instance: PCGBlueprintElement¶
[Read-Only]
- Type:
- set_element_type(element_type) PCGBlueprintElement ¶
Set Element Type
- Parameters:
- Returns:
element_instance (PCGBlueprintElement):
- Return type: