unreal.ExponentialHeightFogComponent

class unreal.ExponentialHeightFogComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: SceneComponent

Used to create fogging effects such as clouds but with a density that is related to the height of the fog.

C++ Source:

  • Module: Engine

  • File: ExponentialHeightFogComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_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 navigation

  • component_tags (Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • detail_mode (DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

  • directional_inscattering_exponent (float): [Read-Write] Directional Inscattering Exponent: Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.

  • directional_inscattering_luminance (LinearColor): [Read-Write] Directional Inscattering Luminance: Controls the color of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.

  • directional_inscattering_start_distance (float): [Read-Write] Directional Inscattering Start Distance: Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • enable_volumetric_fog (bool): [Read-Write] Enable Volumetric Fog: Whether to enable Volumetric fog. Scalability settings control the resolution of the fog simulation. Note that Volumetric fog currently does not support StartDistance, FogMaxOpacity and FogCutoffDistance. Volumetric fog also can’t match exponential height fog in general as exponential height fog has non-physical behavior.

  • fog_cutoff_distance (float): [Read-Write] Fog Cutoff Distance: Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in.

  • fog_density (float): [Read-Write] Fog Density: Global density factor.

  • fog_height_falloff (float): [Read-Write] Fog Height Falloff: Height density factor, controls how the density increases as height decreases. Smaller values make the visible transition larger.

  • fog_inscattering_luminance (LinearColor): [Read-Write] Fog Inscattering Luminance

  • fog_max_opacity (float): [Read-Write] Fog Max Opacity: Maximum opacity of the fog. A value of 1 means the fog can become fully opaque at a distance and replace scene color completely, A value of 0 means the fog color will not be factored in at all.

  • fully_directional_inscattering_color_distance (float): [Read-Write] Fully Directional Inscattering Color Distance: Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color.

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • inscattering_color_cubemap (TextureCube): [Read-Write] Inscattering Color Cubemap: Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky. When the cubemap is specified, FogInscatteringColor is ignored and Directional inscattering is disabled.

  • inscattering_color_cubemap_angle (float): [Read-Write] Inscattering Color Cubemap Angle: Angle to rotate the InscatteringColorCubemap around the Z axis.

  • inscattering_texture_tint (LinearColor): [Read-Write] Inscattering Texture Tint: Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap.

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • mobility (ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • non_directional_inscattering_color_distance (float): [Read-Write] Non Directional Inscattering Color Distance: Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • override_light_colors_with_fog_inscattering_colors (bool): [Read-Write] Override Light Colors with Fog Inscattering Colors: Whether to use FogInscatteringColor for the Sky Light volumetric scattering color and DirectionalInscatteringColor for the Directional Light scattering color. Make sure your directional light has ‘Atmosphere Sun Light’ enabled! Enabling this allows Volumetric fog to better match Height fog in the distance, but produces non-physical volumetric lighting that may not match surface lighting.

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • second_fog_data (ExponentialHeightFogData): [Read-Write] Second Fog Data: Settings for the second fog. Setting the density of this to 0 means it doesn’t have any influence.

  • should_update_physics_volume (bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • sky_atmosphere_ambient_contribution_color_scale (LinearColor): [Read-Write] Sky Atmosphere Ambient Contribution Color Scale: Color used to modulate the SkyAtmosphere component contribution to the non directional component of the fog. Only effective when r.SupportSkyAtmosphereAffectsHeightFog>0

  • start_distance (float): [Read-Write] Start Distance: Distance from the camera that the fog will start, in world units.

  • use_attach_parent_bound (bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

  • volumetric_fog_albedo (Color): [Read-Write] Volumetric Fog Albedo: The height fog particle reflectiveness used by volumetric fog. Water particles in air have an albedo near white, while dust has slightly darker value.

  • volumetric_fog_distance (float): [Read-Write] Volumetric Fog Distance: Distance over which volumetric fog should be computed, after the start distance. Larger values extend the effect into the distance but expose under-sampling artifacts in details.

  • volumetric_fog_emissive (LinearColor): [Read-Write] Volumetric Fog Emissive: Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog. In most cases skylight is a better choice, however right now volumetric fog does not support precomputed lighting, So stationary skylights are unshadowed and static skylights don’t affect volumetric fog at all.

  • volumetric_fog_extinction_scale (float): [Read-Write] Volumetric Fog Extinction Scale: Scales the height fog particle extinction amount used by volumetric fog. Values larger than 1 cause fog particles everywhere absorb more light.

  • volumetric_fog_near_fade_in_distance (float): [Read-Write] Volumetric Fog Near Fade in Distance: Distance over which volumetric fog will fade in from the start distance.

  • volumetric_fog_scattering_distribution (float): [Read-Write] Volumetric Fog Scattering Distribution: Controls the scattering phase function - how much incoming light scatters in various directions. A distribution value of 0 scatters equally in all directions, while .9 scatters predominantly in the light direction. In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to 0.

  • volumetric_fog_start_distance (float): [Read-Write] Volumetric Fog Start Distance: Distance from the camera that the volumetric fog will start, in world units.

  • volumetric_fog_static_lighting_scattering_intensity (float): [Read-Write] Volumetric Fog Static Lighting Scattering Intensity

property directional_inscattering_exponent: float

[Read-Only] Directional Inscattering Exponent: Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.

Type:

(float)

property directional_inscattering_luminance: LinearColor

[Read-Only] Directional Inscattering Luminance: Controls the color of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.

Type:

(LinearColor)

property directional_inscattering_start_distance: float

[Read-Only] Directional Inscattering Start Distance: Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.

Type:

(float)

property enable_volumetric_fog: bool

[Read-Only] Enable Volumetric Fog: Whether to enable Volumetric fog. Scalability settings control the resolution of the fog simulation. Note that Volumetric fog currently does not support StartDistance, FogMaxOpacity and FogCutoffDistance. Volumetric fog also can’t match exponential height fog in general as exponential height fog has non-physical behavior.

Type:

(bool)

property fog_cutoff_distance: float

[Read-Only] Fog Cutoff Distance: Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in.

Type:

(float)

property fog_density: float

[Read-Only] Fog Density: Global density factor.

Type:

(float)

property fog_height_falloff: float

[Read-Only] Fog Height Falloff: Height density factor, controls how the density increases as height decreases. Smaller values make the visible transition larger.

Type:

(float)

property fog_inscattering_luminance: LinearColor

[Read-Only] Fog Inscattering Luminance

Type:

(LinearColor)

property fog_max_opacity: float

[Read-Only] Fog Max Opacity: Maximum opacity of the fog. A value of 1 means the fog can become fully opaque at a distance and replace scene color completely, A value of 0 means the fog color will not be factored in at all.

Type:

(float)

property fully_directional_inscattering_color_distance: float

[Read-Only] Fully Directional Inscattering Color Distance: Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color.

Type:

(float)

property inscattering_color_cubemap: TextureCube

[Read-Only] Inscattering Color Cubemap: Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky. When the cubemap is specified, FogInscatteringColor is ignored and Directional inscattering is disabled.

Type:

(TextureCube)

property inscattering_color_cubemap_angle: float

[Read-Only] Inscattering Color Cubemap Angle: Angle to rotate the InscatteringColorCubemap around the Z axis.

Type:

(float)

property inscattering_texture_tint: LinearColor

[Read-Only] Inscattering Texture Tint: Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap.

Type:

(LinearColor)

property non_directional_inscattering_color_distance: float

[Read-Only] Non Directional Inscattering Color Distance: Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color.

Type:

(float)

property override_light_colors_with_fog_inscattering_colors: bool

[Read-Only] Override Light Colors with Fog Inscattering Colors: Whether to use FogInscatteringColor for the Sky Light volumetric scattering color and DirectionalInscatteringColor for the Directional Light scattering color. Make sure your directional light has ‘Atmosphere Sun Light’ enabled! Enabling this allows Volumetric fog to better match Height fog in the distance, but produces non-physical volumetric lighting that may not match surface lighting.

Type:

(bool)

property second_fog_data: ExponentialHeightFogData

[Read-Only] Second Fog Data: Settings for the second fog. Setting the density of this to 0 means it doesn’t have any influence.

Type:

(ExponentialHeightFogData)

set_directional_inscattering_color(value) None

Set Directional Inscattering Color

Parameters:

value (LinearColor) –

set_directional_inscattering_exponent(value) None

Set Directional Inscattering Exponent

Parameters:

value (float) –

set_directional_inscattering_start_distance(value) None

Set Directional Inscattering Start Distance

Parameters:

value (float) –

set_fog_cutoff_distance(value) None

Set Fog Cutoff Distance

Parameters:

value (float) –

set_fog_density(value) None

Set Fog Density

Parameters:

value (float) –

set_fog_height_falloff(value) None

Set Fog Height Falloff

Parameters:

value (float) –

set_fog_inscattering_color(value) None

Set Fog Inscattering Color

Parameters:

value (LinearColor) –

set_fog_max_opacity(value) None

Set Fog Max Opacity

Parameters:

value (float) –

set_fully_directional_inscattering_color_distance(value) None

Set Fully Directional Inscattering Color Distance

Parameters:

value (float) –

set_inscattering_color_cubemap(value) None

Set Inscattering Color Cubemap

Parameters:

value (TextureCube) –

set_inscattering_color_cubemap_angle(value) None

Set Inscattering Color Cubemap Angle

Parameters:

value (float) –

set_inscattering_texture_tint(value) None

Set Inscattering Texture Tint

Parameters:

value (LinearColor) –

set_non_directional_inscattering_color_distance(value) None

Set Non Directional Inscattering Color Distance

Parameters:

value (float) –

set_second_fog_data(new_value) None

Set Second Fog Data

Parameters:

new_value (ExponentialHeightFogData) –

set_second_fog_density(value) None

Set Second Fog Density

Parameters:

value (float) –

set_second_fog_height_falloff(value) None

Set Second Fog Height Falloff

Parameters:

value (float) –

set_second_fog_height_offset(value) None

Set Second Fog Height Offset

Parameters:

value (float) –

set_start_distance(value) None

Set Start Distance

Parameters:

value (float) –

set_volumetric_fog(new_value) None

Set Volumetric Fog

Parameters:

new_value (bool) –

set_volumetric_fog_albedo(new_value) None

Set Volumetric Fog Albedo

Parameters:

new_value (Color) –

set_volumetric_fog_distance(new_value) None

Set Volumetric Fog Distance

Parameters:

new_value (float) –

set_volumetric_fog_emissive(new_value) None

Set Volumetric Fog Emissive

Parameters:

new_value (LinearColor) –

set_volumetric_fog_extinction_scale(new_value) None

Set Volumetric Fog Extinction Scale

Parameters:

new_value (float) –

set_volumetric_fog_scattering_distribution(new_value) None

Set Volumetric Fog Scattering Distribution

Parameters:

new_value (float) –

property sky_atmosphere_ambient_contribution_color_scale: LinearColor

[Read-Only] Sky Atmosphere Ambient Contribution Color Scale: Color used to modulate the SkyAtmosphere component contribution to the non directional component of the fog. Only effective when r.SupportSkyAtmosphereAffectsHeightFog>0

Type:

(LinearColor)

property start_distance: float

[Read-Only] Start Distance: Distance from the camera that the fog will start, in world units.

Type:

(float)

property volumetric_fog_albedo: Color

[Read-Only] Volumetric Fog Albedo: The height fog particle reflectiveness used by volumetric fog. Water particles in air have an albedo near white, while dust has slightly darker value.

Type:

(Color)

property volumetric_fog_distance: float

[Read-Only] Volumetric Fog Distance: Distance over which volumetric fog should be computed, after the start distance. Larger values extend the effect into the distance but expose under-sampling artifacts in details.

Type:

(float)

property volumetric_fog_emissive: LinearColor

[Read-Only] Volumetric Fog Emissive: Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog. In most cases skylight is a better choice, however right now volumetric fog does not support precomputed lighting, So stationary skylights are unshadowed and static skylights don’t affect volumetric fog at all.

Type:

(LinearColor)

property volumetric_fog_extinction_scale: float

[Read-Only] Volumetric Fog Extinction Scale: Scales the height fog particle extinction amount used by volumetric fog. Values larger than 1 cause fog particles everywhere absorb more light.

Type:

(float)

property volumetric_fog_near_fade_in_distance: float

[Read-Only] Volumetric Fog Near Fade in Distance: Distance over which volumetric fog will fade in from the start distance.

Type:

(float)

property volumetric_fog_scattering_distribution: float

[Read-Only] Volumetric Fog Scattering Distribution: Controls the scattering phase function - how much incoming light scatters in various directions. A distribution value of 0 scatters equally in all directions, while .9 scatters predominantly in the light direction. In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to 0.

Type:

(float)

property volumetric_fog_start_distance: float

[Read-Only] Volumetric Fog Start Distance: Distance from the camera that the volumetric fog will start, in world units.

Type:

(float)

property volumetric_fog_static_lighting_scattering_intensity: float

[Read-Only] Volumetric Fog Static Lighting Scattering Intensity

Type:

(float)