- class unreal.LandscapeSplineSegment(outer=None, name='None')¶
Landscape Spline Segment
Editor Properties: (see get_editor_property/set_editor_property)
body_instance(BodyInstance): [Read-Write] Mesh Collision Settings
cast_shadow(bool): [Read-Write] Whether the Spline Meshes should cast a shadow.
collision_profile_name(Name): [Read-Write] Name of the collision profile to use for this spline // // TODO: This field does not have proper Slate customization. // Instead of a text field, this should be a dropdown with the // default option. //
connections(LandscapeSplineSegmentConnection): [Read-Write] Directly editable data:
custom_depth_stencil_value(int32): [Read-Write] Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)
custom_depth_stencil_write_mask(RendererStencilMask): [Read-Write] Mask used for stencil buffer writes.
hidden_in_game(bool): [Read-Write] Whether to hide the mesh in game
layer_name(Name): [Read-Write] Name of blend layer to paint when applying spline to landscape If “none”, no layer is painted
ld_max_draw_distance(float): [Read-Write] Max draw distance for all the mesh pieces used in this spline
lower_terrain(bool): [Read-Write] If the spline is below the terrain, whether to lower the terrain down to the level of the spline when applying it to the landscape.
place_spline_meshes_in_streaming_levels(bool): [Read-Write] Whether spline meshes should be placed in landscape proxy streaming levels (true) or the spline’s level (false)
raise_terrain(bool): [Read-Write] If the spline is above the terrain, whether to raise the terrain up to the level of the spline when applying it to the landscape.
random_seed(int32): [Read-Write] Random seed used for choosing which order to use spline meshes. Ignored if only one mesh is set.
render_custom_depth(bool): [Read-Write] If true, this component will be rendered in the CustomDepth pass (usually used for outlines)
runtime_virtual_textures(Array(RuntimeVirtualTexture)): [Read-Write] Array of runtime virtual textures into which we draw the spline segment. The material also needs to be set up to output to a virtual texture.
spline_meshes(Array(LandscapeSplineMeshEntry)): [Read-Write] Spline meshes from this list are used in random order along the spline.
translucency_sort_priority(int32): [Read-Write] Translucent objects with a lower sort priority draw behind objects with a higher priority. Translucent objects with the same priority are rendered from back-to-front based on their bounds origin. This setting is also used to sort objects being drawn into a runtime virtual texture.
Ignored if the object is not translucent. The default priority is zero. Warning: This should never be set to a non-default value unless you know what you are doing, as it will prevent the renderer from sorting correctly.
virtual_texture_cull_mips(int32): [Read-Write] Number of lower mips in the runtime virtual texture to skip for rendering this primitive. Larger values reduce the effective draw distance in the runtime virtual texture. This culling method doesn’t take into account primitive size or virtual texture size.
virtual_texture_lod_bias(int32): [Read-Write] Lod bias for rendering to runtime virtual texture.
virtual_texture_main_pass_max_draw_distance(float): [Read-Write] Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass. A value of 0 has no effect.
virtual_texture_render_pass_type(RuntimeVirtualTextureMainPassType): [Read-Write] Controls if this component draws in the main pass as well as in the virtual texture.