unreal.WaterBrushManager

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

Bases: unreal.WaterLandscapeBrush

Water Brush Manager

C++ Source:

  • Plugin: Water

  • Module: WaterEditor

  • File: WaterBrushManager.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_heightmap (bool): [Read-Write] Affect Heightmap

  • affect_weightmap (bool): [Read-Write] Affect Weightmap

  • affected_weightmap_layers (Array(Name)): [Read-Write] Affected Weightmap Layers

  • 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.

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

  • blur_edges_material (MaterialInterface): [Read-Write] Blur Edges Material

  • brush_angle_falloff_material (MaterialInterface): [Read-Write] Brush Angle Falloff Material: Brush materials

  • brush_angle_falloff_mid (MaterialInstanceDynamic): [Read-Write] Brush Angle Falloff MID: MIDs

  • brush_curve_rt_cache (Map(CurveFloat, WaterBodyBrushCache)): [Read-Only] Brush Curve RTCache: MIDs End

  • brush_width_falloff_material (MaterialInterface): [Read-Write] Brush Width Falloff Material

  • brush_width_falloff_mid (MaterialInstanceDynamic): [Read-Write] Brush Width Falloff MID

  • cache (Map(Actor, Object)): [Read-Only] Cache

  • 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

  • canvas_segment_size (float): [Read-Write] Canvas Segment Size

  • combined_velocity_and_height_rta (TextureRenderTarget2D): [Read-Only] Combined Velocity and Height RTA

  • combined_velocity_and_height_rtb (TextureRenderTarget2D): [Read-Only] Combined Velocity and Height RTB

  • composite_water_body_texture_material (MaterialInterface): [Read-Write] Composite Water Body Texture Material

  • composite_water_body_texture_mid (MaterialInstanceDynamic): [Read-Write] Composite Water Body Texture MID

  • 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.

  • debug_distance_field_material (MaterialInterface): [Read-Write] Debug Distance Field Material: TODO [jonathan.bard] : rename to DebugDistanceFieldMaterial and make it work :

  • debug_distance_field_mid (MaterialInstanceDynamic): [Read-Write] Debug Distance Field MID

  • 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

  • depth_and_shape_rt (TextureRenderTarget2D): [Read-Only] Depth and Shape RT

  • disable_brush_texture_effects (bool): [Read-Write] Disable Brush Texture Effects

  • distance_divisor (float): [Read-Write] Distance Divisor

  • distance_field_cache_material (MaterialInterface): [Read-Write] Distance Field Cache Material

  • distance_field_cache_mid (MaterialInstanceDynamic): [Read-Write] Distance Field Cache MID

  • draw_canvas_material (MaterialInterface): [Read-Write] Draw Canvas Material

  • draw_canvas_mid (MaterialInstanceDynamic): [Read-Write] Draw Canvas MID

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

  • finalize_velocity_height_material (MaterialInterface): [Read-Write] Finalize Velocity Height Material

  • finalize_velocity_height_mid (MaterialInstanceDynamic): [Read-Write] Finalize Velocity Height MID

  • 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.

  • find_edges_material (MaterialInterface): [Read-Write] Find Edges Material

  • 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

  • heightmap_rta (TextureRenderTarget2D): [Read-Only] Heightmap RTA: RTs

  • heightmap_rtb (TextureRenderTarget2D): [Read-Only] Heightmap RTB

  • 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.

  • island_falloff_material (MaterialInterface): [Read-Write] Island Falloff Material

  • island_falloff_mid (MaterialInstanceDynamic): [Read-Write] Island Falloff MID

  • jump_flood_rta (TextureRenderTarget2D): [Read-Only] Jump Flood RTA

  • jump_flood_rtb (TextureRenderTarget2D): [Read-Only] Jump Flood RTB

  • jump_step_material (MaterialInterface): [Read-Write] Jump Step Material

  • landscape_quads (IntPoint): [Read-Only] Landscape Quads

  • landscape_rt_ref (TextureRenderTarget2D): [Read-Only] Landscape RTRef

  • landscape_rt_res (IntPoint): [Read-Only] Landscape RTRes

  • landscape_transform (Transform): [Read-Only] Landscape Transform

  • 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.

  • 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

  • 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

  • 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_river_spline_depth_material (MaterialInterface): [Read-Write] Render River Spline Depth Material

  • 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()

  • river_spline_mi_ds (Array(MaterialInstanceDynamic)): [Read-Write] River Spline MIDs

  • 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.

  • show_distance (bool): [Read-Write] Show Distance

  • show_gradient (bool): [Read-Write] Show Gradient

  • show_grid (bool): [Read-Write] Show Grid

  • 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.

  • spline_mesh_extension (float): [Read-Write] Spline Mesh Extension

  • 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).

  • 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_preview_rt (bool): [Read-Write] Use Dynamic Preview RT

  • water_clear_height (float): [Read-Write] Water Clear Height

  • water_depth_and_velocity_rt (TextureRenderTarget2D): [Read-Only] Water Depth and Velocity RT

  • weightmap_material (MaterialInterface): [Read-Write] Weightmap Material

  • weightmap_mid (MaterialInstanceDynamic): [Read-Write] Weightmap MID

  • weightmap_rta (TextureRenderTarget2D): [Read-Only] Weightmap RTA

  • weightmap_rtb (TextureRenderTarget2D): [Read-Only] Weightmap RTB

  • world_size (Vector): [Read-Only] World Size

property blur_edges_material

[Read-Write] Blur Edges Material

Type

(MaterialInterface)

property brush_angle_falloff_material

[Read-Write] Brush Angle Falloff Material: Brush materials

Type

(MaterialInterface)

property brush_angle_falloff_mid

[Read-Write] Brush Angle Falloff MID: MIDs

Type

(MaterialInstanceDynamic)

property brush_curve_rt_cache

[Read-Only] Brush Curve RTCache: MIDs End

Type

(Map(CurveFloat, WaterBodyBrushCache))

property brush_width_falloff_material

[Read-Write] Brush Width Falloff Material

Type

(MaterialInterface)

property brush_width_falloff_mid

[Read-Write] Brush Width Falloff MID

Type

(MaterialInstanceDynamic)

property canvas_segment_size

[Read-Write] Canvas Segment Size

Type

(float)

property composite_water_body_texture_material

[Read-Write] Composite Water Body Texture Material

Type

(MaterialInterface)

property composite_water_body_texture_mid

[Read-Write] Composite Water Body Texture MID

Type

(MaterialInstanceDynamic)

property debug_distance_field_material

[Read-Write] Debug Distance Field Material: TODO [jonathan.bard] : rename to DebugDistanceFieldMaterial and make it work :

Type

(MaterialInterface)

property debug_distance_field_mid

[Read-Write] Debug Distance Field MID

Type

(MaterialInstanceDynamic)

property disable_brush_texture_effects

[Read-Write] Disable Brush Texture Effects

Type

(bool)

property distance_divisor

[Read-Write] Distance Divisor

Type

(float)

property distance_field_cache_material

[Read-Write] Distance Field Cache Material

Type

(MaterialInterface)

property distance_field_cache_mid

[Read-Write] Distance Field Cache MID

Type

(MaterialInstanceDynamic)

property draw_canvas_material

[Read-Write] Draw Canvas Material

Type

(MaterialInterface)

property draw_canvas_mid

[Read-Write] Draw Canvas MID

Type

(MaterialInstanceDynamic)

property finalize_velocity_height_material

[Read-Write] Finalize Velocity Height Material

Type

(MaterialInterface)

property finalize_velocity_height_mid

[Read-Write] Finalize Velocity Height MID

Type

(MaterialInstanceDynamic)

find_edges() None

Find Edges

property find_edges_material

[Read-Write] Find Edges Material

Type

(MaterialInterface)

force_update() None

Debug Buttons

get_water_cache_key(water_brush) -> (container_object=WaterBodyBrushCacheContainer, value=WaterBodyBrushCache)

out

Parameters

water_brush (Actor) –

Returns

container_object (WaterBodyBrushCacheContainer):

value (WaterBodyBrushCache):

Return type

tuple

property island_falloff_material

[Read-Write] Island Falloff Material

Type

(MaterialInterface)

property island_falloff_mid

[Read-Write] Island Falloff MID

Type

(MaterialInstanceDynamic)

property jump_step_material

[Read-Write] Jump Step Material

Type

(MaterialInterface)

property landscape_quads

[Read-Only] Landscape Quads

Type

(IntPoint)

property landscape_rt_res

[Read-Only] Landscape RTRes

Type

(IntPoint)

property landscape_transform

[Read-Only] Landscape Transform

Type

(Transform)

property render_river_spline_depth_material

[Read-Write] Render River Spline Depth Material

Type

(MaterialInterface)

property river_spline_mi_ds

[Read-Write] River Spline MIDs

Type

(Array(MaterialInstanceDynamic))

setup_default_materials() None

Setup Default Materials

property show_distance

[Read-Write] Show Distance

Type

(bool)

property show_gradient

[Read-Write] Show Gradient

Type

(bool)

property show_grid

[Read-Write] Show Grid

Type

(bool)

single_blur_step() None

Single Blur Step

single_jump_step() None

Single Jump Step

sort_water_bodies_for_brush_render()

Sorts the water bodies in the order they should be rendered when rendering the water brush

Returns

out_water_bodies (Array(WaterBody)): : list of water bodies that needs sorting

Return type

Array(WaterBody)

property spline_mesh_extension

[Read-Write] Spline Mesh Extension

Type

(float)

property use_dynamic_preview_rt

[Read-Write] Use Dynamic Preview RT

Type

(bool)

property water_clear_height

[Read-Write] Water Clear Height

Type

(float)

property weightmap_material

[Read-Write] Weightmap Material

Type

(MaterialInterface)

property weightmap_mid

[Read-Write] Weightmap MID

Type

(MaterialInstanceDynamic)

property world_size

[Read-Only] World Size

Type

(Vector)