unreal.ProceduralFoliageComponent
¶
- class unreal.ProceduralFoliageComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
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] Whether to place foliage on BSPallow_foliage
(bool): [Read-Write] Whether to place foliage on other blocking foliage geometryallow_landscape
(bool): [Read-Write] Whether to place foliage on landscapeallow_static_mesh
(bool): [Read-Write] Whether to place foliage on StaticMeshallow_translucent
(bool): [Read-Write] Whether to place foliage on translucent geometryasset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classfoliage_spawner
(ProceduralFoliageSpawner): [Read-Write] The procedural foliage spawner used to generate foliage instances within this volume.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] 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] 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] Whether to visualize the tiles used for the foliage spawner simulationtile_overlap
(float): [Read-Write] The amount of overlap between simulation tiles (in cm).
- property allow_foliage: bool¶
[Read-Write] Whether to place foliage on other blocking foliage geometry
- Type:
(bool)
- property allow_translucent: bool¶
[Read-Write] Whether to place foliage on translucent geometry
- Type:
(bool)
- property foliage_spawner: ProceduralFoliageSpawner¶
[Read-Write] The procedural foliage spawner used to generate foliage instances within this volume.
- Type:
- property procedural_foliage: ProceduralFoliageSpawner¶
‘procedural_foliage’ was renamed to ‘foliage_spawner’.
- Type:
deprecated