unreal.LandscapeSplineSegment

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

Bases: unreal.Object

Landscape Spline Segment

C++ Source:

  • Module: Landscape

  • File: LandscapeSplineSegment.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 Spline Meshes should cast a shadow.

  • collision_profile_name (Name): [Read-Write] Collision Profile Name: 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] Connections: Directly editable data:

  • 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.

  • 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

  • ld_max_draw_distance (float): [Read-Write] LDMax Draw Distance: Max draw distance for all the mesh pieces used in this spline

  • 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.

  • place_spline_meshes_in_streaming_levels (bool): [Read-Write] Place Spline Meshes in Streaming Levels: Whether spline meshes should be placed in landscape proxy streaming levels (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.

  • random_seed (int32): [Read-Write] Random Seed: Random seed used for choosing which order to use spline meshes. Ignored if only one mesh is set.

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

  • 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.

  • spline_meshes (Array(LandscapeSplineMeshEntry)): [Read-Write] Spline Meshes: Spline meshes from this list are used in random order along the spline.

  • 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.

property body_instance

[Read-Only] Body Instance: Mesh Collision Settings

Type

(BodyInstance)