unreal.PCGGetPrimitiveSettings

class unreal.PCGGetPrimitiveSettings(outer: Object | None = None, name: Name | str = 'None')

Bases: PCGDataFromActorSettings

Builds a collection of primitive data from primitive components on the selected actors.

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGTypedGetter.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_selector (PCGActorSelectorSettings): [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]

  • expected_pins (Array[Name]): [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 purpose

  • mode (PCGGetDataFromActorMode): [Read-Write]

  • pass_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 purpose

  • property_name (Name): [Read-Write]

  • seed (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 node

  • track_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.

  • 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.