unreal.PCGSurfaceSamplerSettings
¶
- class unreal.PCGSurfaceSamplerSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettings
PCGSurface Sampler Settings
C++ Source:
Plugin: PCG
Module: PCG
File: PCGSurfaceSampler.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_density_to_points
(bool): [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 purposekeep_zero_density_points
(bool): [Read-Write]looseness
(float): [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 purposepoint_extents
(Vector): [Read-Write]point_steepness
(float): [Read-Write]points_per_squared_meter
(float): [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 nodeunbounded
(bool): [Read-Write] If no Bounding Shape input is provided the actor bounds are used to limit the sample generation area. This option allows ignoring the actor bounds and generating over the entire surface. Use with caution as this may generate a lot of points.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.