unreal.ProceduralFoliageSpawner

class unreal.ProceduralFoliageSpawner(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Procedural Foliage Spawner

C++ Source:

  • Module: Foliage

  • File: ProceduralFoliageSpawner.h

Editor Properties: (see get_editor_property/set_editor_property)

  • foliage_types (Array[FoliageTypeObject]): [Read-Write] The types of foliage to procedurally spawn.

  • minimum_quad_tree_size (float): [Read-Write] Minimum size of the quad tree used during the simulation. Reduce if too many instances are in splittable leaf quads (as warned in the log).

  • num_unique_tiles (int32): [Read-Write] The number of unique tiles to generate. The final simulation is a procedurally determined combination of the various unique tiles.

  • random_seed (int32): [Read-Write] The seed used for generating the randomness of the simulation.

  • tile_size (float): [Read-Write] Length of the tile (in cm) along one axis. The total area of the tile will be TileSize*TileSize.

property minimum_quad_tree_size: float

[Read-Only] Minimum size of the quad tree used during the simulation. Reduce if too many instances are in splittable leaf quads (as warned in the log).

Type:

(float)

property num_unique_tiles: int

[Read-Only] The number of unique tiles to generate. The final simulation is a procedurally determined combination of the various unique tiles.

Type:

(int32)

property random_seed: int

[Read-Only] The seed used for generating the randomness of the simulation.

Type:

(int32)

simulate(num_steps=-1) None

Simulate

Parameters:

num_steps (int32) –

property tile_size: float

[Read-Only] Length of the tile (in cm) along one axis. The total area of the tile will be TileSize*TileSize.

Type:

(float)