unreal.PCGDebugSettings

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

Bases: PCGSettings

PCGDebug Settings

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGDebugElement.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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]

  • 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

  • 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

  • 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

  • target_actor (Actor): [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 target_actor: Actor

[Read-Write]

Type:

(Actor)