unreal.LandscapeSplineControlPoint

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

Bases: unreal.Object

Landscape Spline Control Point

C++ Source:

  • Module: Landscape

  • File: LandscapeSplineControlPoint.h

Editor Properties: (see get_editor_property/set_editor_property)

  • body_instance (BodyInstance): [Read-Write] Body Instance: Mesh Collision Settings

  • cast_shadow (bool): [Read-Write] Cast Shadow: Whether the Control Point Mesh should cast a shadow.

  • collision_profile_name (Name): [Read-Write] Collision Profile Name: Name of the collision profile to use for this spline

  • 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.

  • end_falloff (float): [Read-Write] End Falloff: Falloff at the start/end of the spline (if this point is a start or end point, otherwise ignored).

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the mesh in game

  • layer_name (Name): [Read-Write] Layer Name: Name of blend layer to paint when applying spline to landscape If “none”, no layer is painted

  • layer_width_ratio (float): [Read-Write] Layer Width Ratio: Layer Width ratio of the spline at this point.

  • ld_max_draw_distance (float): [Read-Write] LDMax Draw Distance: Max draw distance for the mesh used on this control point

  • left_side_falloff_factor (float): [Read-Write] Left Side Falloff Factor

  • left_side_layer_falloff_factor (float): [Read-Write] Left Side Layer Falloff Factor

  • location (Vector): [Read-Write] Location: Location in Landscape-space

  • lower_terrain (bool): [Read-Write] Lower Terrain: 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.

  • material_overrides (Array(MaterialInterface)): [Read-Write] Material Overrides: Overrides mesh’s materials

  • mesh (StaticMesh): [Read-Write] Mesh: Mesh to use on the control point

  • mesh_scale (Vector): [Read-Write] Mesh Scale: Scale of the control point mesh

  • place_spline_meshes_in_streaming_levels (bool): [Read-Write] Place Spline Meshes in Streaming Levels: Whether control point mesh should be placed in landscape proxy streaming level (true) or the spline’s level (false)

  • raise_terrain (bool): [Read-Write] Raise Terrain: 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.

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

  • right_side_falloff_factor (float): [Read-Write] Right Side Falloff Factor

  • right_side_layer_falloff_factor (float): [Read-Write] Right Side Layer Falloff Factor

  • rotation (Rotator): [Read-Write] Rotation: Rotation of tangent vector at this point (in landscape-space)

  • runtime_virtual_textures (Array(RuntimeVirtualTexture)): [Read-Write] Runtime Virtual Textures: 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.

  • segment_mesh_offset (float): [Read-Write] Segment Mesh Offset: Vertical offset of the spline segment mesh. Useful for a river’s surface, among other things.

  • side_falloff (float): [Read-Write] Side Falloff: Falloff at the sides of the spline at this point.

  • translucency_sort_priority (int32): [Read-Write] Translucency Sort Priority: 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] Virtual Texture Cull Mips: 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] Virtual Texture Lod Bias: Lod bias for rendering to runtime virtual texture.

  • virtual_texture_main_pass_max_draw_distance (float): [Read-Write] Virtual Texture Main Pass Max Draw Distance: 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] Virtual Texture Render Pass Type: Controls if this component draws in the main pass as well as in the virtual texture.

  • width (float): [Read-Write] Width: Half-Width of the spline at this point.

property body_instance

[Read-Only] Body Instance: Mesh Collision Settings

Type

(BodyInstance)