unreal.LocalHeightFogComponent

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

Bases: SceneComponent

Local Height Fog Component

C++ Source:

  • Module: Engine

  • File: LocalHeightFogComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

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

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

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

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

  • auto_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 navigation

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

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

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

  • fog_albedo (LinearColor): [Read-Write] Controls the albedo of this fog volume.

  • fog_density (float): [Read-Write] Global density factor for this fog.

  • fog_emissive (LinearColor): [Read-Write] Controls the emissive color of this fog volume.

  • fog_height_falloff (float): [Read-Write] Controls how the density decreases as height increases. Smaller values make the visible transition larger.

  • fog_height_offset (float): [Read-Write] Height offset, relative to the actor Z position.

  • fog_mode (LocalFogMode): [Read-Write] Controls the softness of the transition region when the volume is fading out.

  • fog_phase_g (float): [Read-Write] Controls the phase G parameter, describing the directionality of the scattering within this fog volume.

  • fog_radial_attenuation (float): [Read-Write] Controls how strong the radial attenuation of this fog volume is.

  • fog_sort_priority (int32): [Read-Write] The priority can be used as a way to override the sorting by distance. A lower value means the volume will be considered further away, i.e. it will draw behind the one with a higher priority value.

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

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

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

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

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

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

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

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

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

  • relative_scale3d (Vector): [Read-Write] 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] 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!

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

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

property fog_albedo: LinearColor

[Read-Only] Controls the albedo of this fog volume.

Type:

(LinearColor)

property fog_density: float

[Read-Only] Global density factor for this fog.

Type:

(float)

property fog_emissive: LinearColor

[Read-Only] Controls the emissive color of this fog volume.

Type:

(LinearColor)

property fog_height_falloff: float

[Read-Only] Controls how the density decreases as height increases. Smaller values make the visible transition larger.

Type:

(float)

property fog_height_offset: float

[Read-Only] Height offset, relative to the actor Z position.

Type:

(float)

property fog_mode: LocalFogMode

[Read-Only] Controls the softness of the transition region when the volume is fading out.

Type:

(LocalFogMode)

property fog_phase_g: float

[Read-Only] Controls the phase G parameter, describing the directionality of the scattering within this fog volume.

Type:

(float)

property fog_radial_attenuation: float

[Read-Only] Controls how strong the radial attenuation of this fog volume is.

Type:

(float)

property fog_sort_priority: int

[Read-Only] The priority can be used as a way to override the sorting by distance. A lower value means the volume will be considered further away, i.e. it will draw behind the one with a higher priority value.

Type:

(int32)