unreal.LandscapeProxy

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

Bases: unreal.PartitionActor

Landscape Proxy

C++ Source:

  • Module: Landscape

  • File: LandscapeProxy.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Write] Actor Guid: The GUID for this actor.

    Note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults.

    See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.

  • affect_distance_field_lighting (bool): [Read-Write] Affect Distance Field Lighting: Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. *

  • allow_tick_before_begin_play (bool): [Read-Write] Allow Tick Before Begin Play: Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always Relevant: Always relevant for network (overrides bOnlyRelevantToOwner).

  • auto_destroy_when_finished (bool): [Read-Write] Auto Destroy when Finished: If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Auto Receive Input: Automatically registers this actor to receive input from a player.

  • bake_material_position_offset_into_collision (bool): [Read-Write] Bake Material Position Offset Into Collision: Whether to bake the landscape material’s vertical world position offset into the collision heightfield.

    Note: Only z (vertical) offset is supported. XY offsets are ignored. Does not work with an XY offset map (mesh collision)

  • block_input (bool): [Read-Write] Block Input: If true, all input on the stack below this actor will not be considered

  • body_instance (BodyInstance): [Read-Write] Body Instance: Collision profile settings for this landscape

  • call_pre_replication (bool): [Read-Write] Call Pre Replication

  • call_pre_replication_for_replay (bool): [Read-Write] Call Pre Replication for Replay

  • can_be_damaged (bool): [Read-Write] Can be Damaged: Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] Can be in Cluster: If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • cast_contact_shadow (bool): [Read-Write] Cast Contact Shadow: Whether the object should cast contact shadows. This flag is only used if CastShadow is true.

  • cast_dynamic_shadow (bool): [Read-Write] Cast Dynamic Shadow: Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true. *

  • cast_far_shadow (bool): [Read-Write] Cast Far Shadow: When enabled, the component will be rendering into the far shadow cascades(only for directional lights). This flag is only used if CastShadow is true.

  • cast_hidden_shadow (bool): [Read-Write] Cast Hidden Shadow: If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is true.

  • cast_shadow (bool): [Read-Write] Cast Shadow: Controls whether the primitive component should cast a shadow or not.

  • cast_shadow_as_two_sided (bool): [Read-Write] Cast Shadow as Two Sided: Whether this primitive should cast dynamic shadows as if it were a two sided material. This flag is only used if CastShadow is true.

  • cast_static_shadow (bool): [Read-Write] Cast Static Shadow: Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.

  • collision_mip_level (int32): [Read-Write] Collision Mip Level: Landscape LOD to use for collision tests. Higher numbers use less memory and process faster, but are much less accurate

  • collision_thickness (float): [Read-Write] Collision Thickness: Thickness of the collision surface, in unreal units

  • component_screen_size_to_use_sub_sections (float): [Read-Write] Component Screen Size to Use Sub Sections: Component screen size (0.0 - 1.0) at which we should keep sub sections. This is mostly pertinent if you have large component of > 64 and component are close to the camera. The goal is to reduce draw call, so if a component is smaller than the value, we merge all subsections into 1 drawcall.

  • custom_depth_stencil_value (int32): [Read-Write] Custom Depth Stencil Value: 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] Custom Depth Stencil Write Mask: Mask used for stencil buffer writes.

  • custom_time_dilation (float): [Read-Write] Custom Time Dilation: Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • data_layers (Array(ActorDataLayer)): [Read-Write] Data Layers: DataLayers the actor belongs to.

  • default_phys_material (PhysicalMaterial): [Read-Write] Default Phys Material: Default physical material, used when no per-layer values physical materials

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default Update Overlaps Method During Level Streaming: Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • enable_auto_lod_generation (bool): [Read-Write] Enable Auto LODGeneration: Whether this actor should be considered or not during HLOD generation.

  • export_lod (int32): [Read-Write] Export LOD: LOD level to use when exporting the landscape to obj or FBX

  • fill_collision_under_landscape_for_navmesh (bool): [Read-Write] Fill Collision Under Landscape for Navmesh: Set to true to prevent navmesh generation under the terrain geometry

  • find_camera_component_when_view_target (bool): [Read-Write] Find Camera Component when View Target: If true, this actor should search for an owned camera component to view through when used as a view target.

  • generate_overlap_events (bool): [Read-Write] Generate Overlap Events: If true, Landscape will generate overlap events when other components are overlapping it (eg Begin Overlap). Both the Landscape and the other component must have this flag enabled for overlap events to occur. see: [Overlap Events](https://docs.unrealengine.com/InteractiveExperiences/Physics/Collision/Overview#overlapandgenerateoverlapevents) see: UpdateOverlaps(), BeginComponentOverlap(), EndComponentOverlap()

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] Generate Overlap Events During Level Streaming: If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • hidden (bool): [Read-Write] Hidden: Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • hlod_layer (HLODLayer): [Read-Write] HLODLayer: The UHLODLayer in which this actor should be included.

  • ignores_origin_shifting (bool): [Read-Write] Ignores Origin Shifting: Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] Initial Life Span: How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • input_priority (int32): [Read-Write] Input Priority: The priority of this input component when pushed in to the stack.

  • instigator (Pawn): [Read-Write] Instigator: Pawn responsible for damage and other gameplay events caused by this actor.

  • is_editor_only_actor (bool): [Read-Write] Is Editor Only Actor: Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • is_spatially_loaded (bool): [Read-Write] Is Spatially Loaded: Determine if this actor is spatially loaded when placed in a partitioned world.

    If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.

  • landscape_hole_material (MaterialInterface): [Read-Write] Landscape Hole Material: Material used to render landscape components with holes. If not set, LandscapeMaterial will be used (blend mode will be overridden to Masked if it is set to Opaque)

  • landscape_material (MaterialInterface): [Read-Write] Landscape Material: Combined material used to render the landscape

  • landscape_materials_override (Array(LandscapeProxyMaterialOverride)): [Read-Write] Landscape Materials Override

  • layers (Array(Name)): [Read-Write] Layers: Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.

  • ld_max_draw_distance (float): [Read-Write] LDMax Draw Distance: Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object.

  • lighting_channels (LightingChannels): [Read-Write] Lighting Channels: Channels that this Landscape should be in. Lights with matching channels will affect the Landscape. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.

  • lightmass_settings (LightmassPrimitiveSettings): [Read-Write] Lightmass Settings: The Lightmass settings for this object.

  • lod0_distribution_setting (float): [Read-Write] LOD0Distribution Setting: The distribution setting used to change the LOD 0 generation, 1.75 is the normal distribution, numbers influence directly the LOD0 proportion on screen.

  • lod0_screen_size (float): [Read-Write] LOD0Screen Size: This is the starting screen size used to calculate the distribution. You can increase the value if you want less LOD0 component, and you use very large landscape component.

  • lod_distribution_setting (float): [Read-Write] LODDistribution Setting: The distribution setting used to change the LOD generation, 2 is the normal distribution, small number mean you want your last LODs to take more screen space and big number mean you want your first LODs to take more screen space.

  • max_lod_level (int32): [Read-Write] Max LODLevel: Max LOD level to use when rendering, -1 means the max available

  • max_painted_layers_per_component (int32): [Read-Write] Max Painted Layers Per Component

  • mesh_holes (bool): [Read-Write] Mesh Holes: Use unique geometry instead of material alpha tests for holes on mobile platforms. This requires additional memory and will render more vertices at lower LODs.

  • mesh_holes_max_lod (uint8): [Read-Write] Mesh Holes Max Lod: Maximum geometry LOD at which to render unique hole meshes.

  • min_net_update_frequency (float): [Read-Write] Min Net Update Frequency: Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • navigation_geometry_gathering_mode (NavDataGatheringMode): [Read-Write] Navigation Geometry Gathering Mode

  • negative_z_bounds_extension (float): [Read-Write] Negative ZBounds Extension: Allows overriding the landscape bounds. This is useful if you distort the landscape with world-position-offset, for example Extension value in the negative Z axis, positive value increases bound size Note that this can also be overridden per-component when the component is selected with the component select tool

  • net_cull_distance_squared (float): [Read-Write] Net Cull Distance Squared: Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Net Dormancy: Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] Net Load on Client: This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Net Priority: Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] Net Update Frequency: How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] Net Use Owner Relevancy: If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] On Actor Begin Overlap: Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] On Actor End Overlap: Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] On Actor Hit: Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] On Begin Cursor Over: Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] On Clicked: Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] On Destroyed: Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] On End Cursor Over: Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] On End Play: Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] On Input Touch Begin: Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] On Input Touch End: Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] On Input Touch Enter: Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] On Input Touch Leave: Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_released (ActorOnReleasedSignature): [Read-Write] On Released: Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] On Take Any Damage: Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] On Take Point Damage: Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] On Take Radial Damage: Called when the actor is damaged by radial damage.

  • only_relevant_to_owner (bool): [Read-Write] Only Relevant to Owner: If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Optimize BPComponent Data: Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • pivot_offset (Vector): [Read-Write] Pivot Offset: Local space pivot offset for the actor, only used in the editor

  • positive_z_bounds_extension (float): [Read-Write] Positive ZBounds Extension: Allows overriding the landscape bounds. This is useful if you distort the landscape with world-position-offset, for example Extension value in the positive Z axis, positive value increases bound size Note that this can also be overridden per-component when the component is selected with the component select tool

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor Tick: Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

  • relevant_for_level_bounds (bool): [Read-Write] Relevant for Level Bounds: If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • render_custom_depth (bool): [Read-Write] Render Custom Depth: If true, the Landscape will be rendered in the CustomDepth pass (usually used for outlines)

  • replay_rewindable (bool): [Read-Write] Replay Rewindable: If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] Replicate Movement: If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors

  • replicated_movement (RepMovement): [Read-Write] Replicated Movement: Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] Replicates: If true, this actor will replicate to remote machines see: SetReplicates()

  • root_component (SceneComponent): [Read-Write] Root Component: The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • runtime_grid (Name): [Read-Write] Runtime Grid: Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.

  • runtime_virtual_textures (Array(RuntimeVirtualTexture)): [Read-Write] Runtime Virtual Textures: Array of runtime virtual textures into which we draw this landscape. The material also needs to be set up to output to a virtual texture.

  • set_create_runtime_virtual_texture_volumes (bool): [Read-Only] Set Create Runtime Virtual Texture Volumes: Placeholder for details customization button.

  • simple_collision_mip_level (int32): [Read-Write] Simple Collision Mip Level: If set higher than the “Collision Mip Level”, this specifies the Landscape LOD to use for “simple collision” tests, otherwise the “Collision Mip Level” is used for both simple and complex collision. Does not work with an XY offset map (mesh collision)

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Spawn Collision Handling Method: Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • sprite_scale (float): [Read-Write] Sprite Scale: The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • static_lighting_lod (int32): [Read-Write] Static Lighting LOD: LOD level to use when running lightmass (increase to 1 or 2 for large landscapes to stop lightmass crashing)

  • static_lighting_resolution (float): [Read-Write] Static Lighting Resolution: The resolution to cache lighting at, in texels/quad in one axis Total resolution would be changed by StaticLightingResolution*StaticLightingResolution Automatically calculate proper value for removing seams

  • streaming_distance_multiplier (float): [Read-Write] Streaming Distance Multiplier: Allows artists to adjust the distance where textures using UV 0 are streamed in/out. 1.0 is the default, whereas a higher value increases the streamed-in resolution. Value can be < 0 (from legcay content, or code changes)

  • tags (Array(Name)): [Read-Write] Tags: Array of tags that can be used for grouping and categorizing.

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Update Overlaps Method During Level Streaming: Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

  • use_dynamic_material_instance (bool): [Read-Write] Use Dynamic Material Instance: When set to true it will generate MaterialInstanceDynamic for each components, so material can be changed at runtime

  • use_landscape_for_culling_invisible_hlod_vertices (bool): [Read-Write] Use Landscape for Culling Invisible HLODVertices: Flag whether or not this Landscape’s surface can be used for culling hidden triangles *

  • use_material_position_offset_in_static_lighting (bool): [Read-Write] Use Material Position Offset in Static Lighting: Whether to use the landscape material’s vertical world position offset when calculating static lighting.

    Note: Only z (vertical) offset is supported. XY offsets are ignored. Does not work correctly with an XY offset map (mesh collision)

  • used_for_navigation (bool): [Read-Write] Used for Navigation: Hints navigation system whether this landscape will ever be navigated on. true by default, but make sure to set it to false for faraway, background landscapes

  • virtual_texture_lod_bias (int32): [Read-Write] Virtual Texture Lod Bias: Bias to the LOD selected for rendering to runtime virtual textures. Higher values reduce vertex count when rendering to the runtime virtual texture.

  • virtual_texture_num_lods (int32): [Read-Write] Virtual Texture Num Lods: Number of mesh levels to use when rendering landscape into runtime virtual texture. Lower values reduce vertex count when rendering to the runtime virtual texture but decrease accuracy when using values that require vertex interpolation.

  • virtual_texture_render_pass_type (RuntimeVirtualTextureMainPassType): [Read-Write] Virtual Texture Render Pass Type: Controls if this component draws in the main pass as well as in the virtual texture.

property affect_distance_field_lighting

[Read-Only] Affect Distance Field Lighting: Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. *

Type

(bool)

property body_instance

[Read-Only] Body Instance: Collision profile settings for this landscape

Type

(BodyInstance)

property cast_contact_shadow

[Read-Only] Cast Contact Shadow: Whether the object should cast contact shadows. This flag is only used if CastShadow is true.

Type

(bool)

property cast_dynamic_shadow

[Read-Only] Cast Dynamic Shadow: Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true. *

Type

(bool)

property cast_far_shadow

[Read-Only] Cast Far Shadow: When enabled, the component will be rendering into the far shadow cascades(only for directional lights). This flag is only used if CastShadow is true.

Type

(bool)

property cast_hidden_shadow

[Read-Only] Cast Hidden Shadow: If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is true.

Type

(bool)

property cast_shadow

[Read-Only] Cast Shadow: Controls whether the primitive component should cast a shadow or not.

Type

(bool)

property cast_shadow_as_two_sided

[Read-Only] Cast Shadow as Two Sided: Whether this primitive should cast dynamic shadows as if it were a two sided material. This flag is only used if CastShadow is true.

Type

(bool)

property cast_static_shadow

[Read-Only] Cast Static Shadow: Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.

Type

(bool)

change_component_screen_size_to_use_sub_sections(component_screen_size_to_use_sub_sections) None

Change ComponentScreenSizeToUseSubSections value on the render proxy.

Parameters

component_screen_size_to_use_sub_sections (float) –

change_lod_distance_factor(lod_distance_factor) None

Change the Level of Detail distance factor deprecated: This value can’t be changed anymore, you should edit the property LODDistributionSetting of the Landscape

Parameters

lod_distance_factor (float) –

property custom_depth_stencil_value

[Read-Only] Custom Depth Stencil Value: Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

Type

(int32)

property custom_depth_stencil_write_mask

[Read-Only] Custom Depth Stencil Write Mask: Mask used for stencil buffer writes.

Type

(RendererStencilMask)

editor_apply_spline(spline_component, start_width=200.000000, end_width=200.000000, start_side_falloff=200.000000, end_side_falloff=200.000000, start_roll=0.000000, end_roll=0.000000, num_subdivisions=20, raise_heights=True, lower_heights=True, paint_layer=None, edit_layer_name='None') None

Deform landscape using a given spline

Parameters
  • spline_component (SplineComponent) – The component containing the spline data

  • start_width (float) – Width of the spline at the start node, in Spline Component local space

  • end_width (float) – Width of the spline at the end node, in Spline Component local space

  • start_side_falloff (float) – Width of the falloff at either side of the spline at the start node, in Spline Component local space

  • end_side_falloff (float) – Width of the falloff at either side of the spline at the end node, in Spline Component local space

  • start_roll (float) – Roll applied to the spline at the start node, in degrees. 0 is flat

  • end_roll (float) – Roll applied to the spline at the end node, in degrees. 0 is flat

  • num_subdivisions (int32) – Number of triangles to place along the spline when applying it to the landscape. Higher numbers give better results, but setting it too high will be slow and may cause artifacts

  • raise_heights (bool) – Allow the landscape to be raised up to the level of the spline. If both bRaiseHeights and bLowerHeights are false, no height modification of the landscape will be performed

  • lower_heights (bool) – Allow the landscape to be lowered down to the level of the spline. If both bRaiseHeights and bLowerHeights are false, no height modification of the landscape will be performed

  • paint_layer (LandscapeLayerInfoObject) – LayerInfo to paint, or none to skip painting. The landscape must be configured with the same layer info in one of its layers or this will do nothing!

  • edit_layer_name (Name) – Name of the landscape edition layer to affect (in Edit Layers mode)

property generate_overlap_events

[Read-Only] Generate Overlap Events: If true, Landscape will generate overlap events when other components are overlapping it (eg Begin Overlap). Both the Landscape and the other component must have this flag enabled for overlap events to occur. see: [Overlap Events](https://docs.unrealengine.com/InteractiveExperiences/Physics/Collision/Overview#overlapandgenerateoverlapevents) see: UpdateOverlaps(), BeginComponentOverlap(), EndComponentOverlap()

Type

(bool)

landscape_export_heightmap_to_render_target(render_target, export_height_into_rg_channel=False, export_landscape_proxies=True) bool

Output a landscape heightmap to a render target

Parameters
  • render_target (TextureRenderTarget2D) – Valid render target with a format of RTF_RGBA16f, RTF_RGBA32f or RTF_RGBA8

  • export_height_into_rg_channel (bool) – Tell us if we should export the height that is internally stored as R & G (for 16 bits) to a single R channel of the render target (the format need to be RTF_RGBA16f or RTF_RGBA32f) Note that using RTF_RGBA16f with InExportHeightIntoRGChannel == false, could have precision loss.

  • export_landscape_proxies (bool) – Option to also export components of all proxies of Landscape actor (if LandscapeProxy is the Landscape Actor)

Return type

bool

landscape_export_weightmap_to_render_target(render_target, layer_name) bool

Output a landscape weightmap to a render target Only works in the editor

Parameters
Return type

bool

landscape_import_heightmap_from_render_target(render_target, import_height_from_rg_channel=False) bool

Overwrites a landscape heightmap with render target data

Parameters
  • render_target (TextureRenderTarget2D) – Valid render target with a format of RTF_RGBA16f, RTF_RGBA32f or RTF_RGBA8

  • import_height_from_rg_channel (bool) – Only relevant when using format RTF_RGBA16f or RTF_RGBA32f, and will tell us if we should import the height data from the R channel only of the Render target or from R & G. Note that using RTF_RGBA16f with InImportHeightFromRGChannel == false, could have precision loss Only works in the editor

Return type

bool

landscape_import_weightmap_from_render_target(render_target, layer_name) bool

Overwrites a landscape weightmap with render target data Only works in the editor

Parameters
Return type

bool

property landscape_material

[Read-Write] Landscape Material: Combined material used to render the landscape

Type

(MaterialInterface)

property ld_max_draw_distance

[Read-Only] LDMax Draw Distance: Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object.

Type

(float)

property lighting_channels

[Read-Only] Lighting Channels: Channels that this Landscape should be in. Lights with matching channels will affect the Landscape. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.

Type

(LightingChannels)

property mesh_holes

[Read-Only] Mesh Holes: Use unique geometry instead of material alpha tests for holes on mobile platforms. This requires additional memory and will render more vertices at lower LODs.

Type

(bool)

property mesh_holes_max_lod

[Read-Only] Mesh Holes Max Lod: Maximum geometry LOD at which to render unique hole meshes.

Type

(uint8)

property render_custom_depth

[Read-Only] Render Custom Depth: If true, the Landscape will be rendered in the CustomDepth pass (usually used for outlines)

Type

(bool)

property runtime_virtual_textures

[Read-Write] Runtime Virtual Textures: Array of runtime virtual textures into which we draw this landscape. The material also needs to be set up to output to a virtual texture.

Type

(Array(RuntimeVirtualTexture))

set_landscape_material_scalar_parameter_value(parameter_name, value) None

Set a MID scalar (float) parameter value for all landscape components.

Parameters
  • parameter_name (Name) –

  • value (float) –

set_landscape_material_texture_parameter_value(parameter_name, value) None

Set an MID texture parameter value for all landscape components.

Parameters
set_landscape_material_vector_parameter_value(parameter_name, value) None

Set an MID vector parameter value for all landscape components.

Parameters
property virtual_texture_lod_bias

[Read-Only] Virtual Texture Lod Bias: Bias to the LOD selected for rendering to runtime virtual textures. Higher values reduce vertex count when rendering to the runtime virtual texture.

Type

(int32)

property virtual_texture_num_lods

[Read-Only] Virtual Texture Num Lods: Number of mesh levels to use when rendering landscape into runtime virtual texture. Lower values reduce vertex count when rendering to the runtime virtual texture but decrease accuracy when using values that require vertex interpolation.

Type

(int32)

property virtual_texture_render_pass_type

[Read-Only] Virtual Texture Render Pass Type: Controls if this component draws in the main pass as well as in the virtual texture.

Type

(RuntimeVirtualTextureMainPassType)