unreal.PCGGetActorPropertySettings

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

Bases: PCGSettings

Extract a property value from an actor/component into a ParamData.

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGGetActorProperty.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_selector (PCGActorSelectorSettings): [Read-Write]

  • always_requery_actors (bool): [Read-Write] If this is true, we will never put this element in cache, and will always try to re-query the actors and read the latest properties from them.

  • break_debugger (bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.

  • category (Text): [Read-Write]

  • component_class (type(Class)): [Read-Write] If we are looking for an actor component, the class can be specified here.

  • 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]

  • force_object_and_struct_extraction (bool): [Read-Write] If the property is a struct/object supported by metadata, this option can be toggled to force extracting all (compatible) properties contained in this property. Automatically true if unsupported by metadata. For now, only supports direct child properties (and not deeper).

  • output_attribute_name (Name): [Read-Write] By default, attribute name will be None, but it can be overridden by this name. Use SourceName: to use the property name (only works when not extracting).

  • property_name (Name): [Read-Write] Property name to extract. Can only extract properties that are compatible with metadata types. If None, extract the actor/component directly.

  • seed (int32): [Read-Write]

  • select_component (bool): [Read-Write] Allow to look for an actor component instead of an actor. It will need to be attached to the found actor.

  • 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.

property actor_selector: PCGActorSelectorSettings

[Read-Write]

Type:

(PCGActorSelectorSettings)

property always_requery_actors: bool

[Read-Write] If this is true, we will never put this element in cache, and will always try to re-query the actors and read the latest properties from them.

Type:

(bool)

property component_class: Class

[Read-Write] If we are looking for an actor component, the class can be specified here.

Type:

(type(Class))

property force_object_and_struct_extraction: bool

[Read-Write] If the property is a struct/object supported by metadata, this option can be toggled to force extracting all (compatible) properties contained in this property. Automatically true if unsupported by metadata. For now, only supports direct child properties (and not deeper).

Type:

(bool)

property output_attribute_name: Name

[Read-Write] By default, attribute name will be None, but it can be overridden by this name. Use SourceName: to use the property name (only works when not extracting).

Type:

(Name)

property property_name: Name

[Read-Write] Property name to extract. Can only extract properties that are compatible with metadata types. If None, extract the actor/component directly.

Type:

(Name)

property select_component: bool

[Read-Write] Allow to look for an actor component instead of an actor. It will need to be attached to the found actor.

Type:

(bool)

property track_actors_only_within_bounds: bool

[Read-Only] If this is checked, found actors that are outside component bounds will not trigger a refresh. Only works for tags for now in editor.

Type:

(bool)