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] Allow BSP: Whether to place foliage on BSPallow_foliage
(bool): [Read-Write] Allow Foliage: Whether to place foliage on other blocking foliage geometryallow_landscape
(bool): [Read-Write] Allow Landscape: Whether to place foliage on landscapeallow_static_mesh
(bool): [Read-Write] Allow Static Mesh: Whether to place foliage on StaticMeshallow_translucent
(bool): [Read-Write] Allow Translucent: Whether to place foliage on translucent geometryasset_user_data
(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.data_layer
(ActorDataLayer): [Read-Write] Data Layer: Data Layer to assign to foliage actors generated by foliage spawner simulationeditable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classfoliage_spawner
(ProceduralFoliageSpawner): [Read-Write] Foliage Spawner: The procedural foliage spawner used to generate foliage instances within this volume.is_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicates
(bool): [Read-Write] Replicates: 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] Show Debug Tiles: Whether to visualize the tiles used for the foliage spawner simulationtile_overlap
(float): [Read-Write] Tile Overlap: The amount of overlap between simulation tiles (in cm).
- property allow_foliage¶
[Read-Write] Allow Foliage: Whether to place foliage on other blocking foliage geometry
- Type
(bool)
- property allow_landscape¶
[Read-Write] Allow Landscape: Whether to place foliage on landscape
- Type
(bool)
- property allow_static_mesh¶
[Read-Write] Allow Static Mesh: Whether to place foliage on StaticMesh
- Type
(bool)
- property allow_translucent¶
[Read-Write] Allow Translucent: Whether to place foliage on translucent geometry
- Type
(bool)
- property data_layer¶
[Read-Write] Data Layer: Data Layer to assign to foliage actors generated by foliage spawner simulation
- Type
- property foliage_spawner¶
[Read-Write] Foliage Spawner: The procedural foliage spawner used to generate foliage instances within this volume.
- Type
- property overlap¶
‘overlap’ was renamed to ‘tile_overlap’.
- Type
deprecated
- property procedural_foliage¶
‘procedural_foliage’ was renamed to ‘foliage_spawner’.
- Type
deprecated