unreal.ProceduralFoliageComponent

class unreal.ProceduralFoliageComponent(outer=None, name='None')

Bases: unreal.ActorComponent

Procedural Foliage Component

C++ Source:

  • Module: Foliage

  • File: ProceduralFoliageComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_bsp (bool): [Read-Write] Whether to place foliage on BSP

  • allow_foliage (bool): [Read-Write] Whether to place foliage on other blocking foliage geometry

  • allow_landscape (bool): [Read-Write] Whether to place foliage on landscape

  • allow_static_mesh (bool): [Read-Write] Whether to place foliage on StaticMesh

  • allow_translucent (bool): [Read-Write] Whether to place foliage on translucent geometry

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • foliage_spawner (ProceduralFoliageSpawner): [Read-Write] The procedural foliage spawner used to generate foliage instances within this volume.

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • show_debug_tiles (bool): [Read-Write] Whether to visualize the tiles used for the foliage spawner simulation

  • tile_overlap (float): [Read-Write] The amount of overlap between simulation tiles (in cm).

property allow_bsp

[Read-Write] Whether to place foliage on BSP

Type

(bool)

property allow_foliage

[Read-Write] Whether to place foliage on other blocking foliage geometry

Type

(bool)

property allow_landscape

[Read-Write] Whether to place foliage on landscape

Type

(bool)

property allow_static_mesh

[Read-Write] Whether to place foliage on StaticMesh

Type

(bool)

property allow_translucent

[Read-Write] Whether to place foliage on translucent geometry

Type

(bool)

property foliage_spawner

[Read-Write] The procedural foliage spawner used to generate foliage instances within this volume.

Type

(ProceduralFoliageSpawner)

property overlap

‘overlap’ was renamed to ‘tile_overlap’.

Type

deprecated

property procedural_foliage

‘procedural_foliage’ was renamed to ‘foliage_spawner’.

Type

deprecated

property show_debug_tiles

[Read-Write] Whether to visualize the tiles used for the foliage spawner simulation

Type

(bool)

property tile_overlap

[Read-Write] The amount of overlap between simulation tiles (in cm).

Type

(float)