unreal.FractureCommonSettings
¶
-
class
unreal.
FractureCommonSettings
(outer=None, name='None')¶ Bases:
unreal.Object
Settings specifically related to the one-time destructive fracturing of a mesh *
C++ Source:
Plugin: ChaosEditor
Module: FractureEditor
File: FractureTool.h
Editor Properties: (see get_editor_property/set_editor_property)
amplitude
(float): [Read-Write] Size of the noise displacement in centimeterschance_to_fracture
(float): [Read-Write] Chance to shatter each mesh. Useful when shattering multiple selected meshes.draw_diagram
(bool): [Read-Write] Generate a fracture pattern across all selected meshes.draw_sites
(bool): [Read-Write] Generate a fracture pattern across all selected meshes.frequency
(float): [Read-Write] Period of the Perlin noise. Smaller values will create noise faces that are smoothergroup_fracture
(bool): [Read-Write] Generate a fracture pattern across all selected meshes.octave_number
(int32): [Read-Write] Number of fractal layers of Perlin noise to apply. Smaller values (1 or 2) will create noise that looks like gentle rolling hills, while larger values (> 4) will tend to look more like craggy mountainsrandom_seed
(int32): [Read-Write] Random number generator seed for repeatabilitysurface_resolution
(int32): [Read-Write] Spacing between vertices on cut surfaces, where noise is added. Larger spacing between vertices will create more efficient meshes with fewer triangles, but less resolution to see the shape of the added noise