unreal.InstancedActorsSettings
¶
- class unreal.InstancedActorsSettings(override_b_instances_cast_shadows: bool = False, override_max_actor_distance: bool = False, override_b_disable_auto_distance_culling: bool = False, override_max_instance_distances: bool = False, override_lod_distance_scales: bool = False, override_affect_distance_field_lighting: bool = False, override_detailed_representation_lod_distance: bool = False, override_force_low_representation_lod_distance: bool = False, override_world_position_offset_disable_distance: bool = False, override_b_eject_on_actor_moved: bool = False, override_actor_ejection_movement_threshold: bool = False, override_b_can_ever_affect_navigation: bool = False, override_override_world_partition_grid: bool = False, override_scale_entity_count: bool = False, override_actor_class: bool = False, override_b_can_be_damaged: bool = False, override_b_ignore_modifier_volumes: bool = False, override_b_control_physics_state: bool = False, instances_cast_shadows: bool = False, disable_auto_distance_culling: bool = False, control_physics_state: bool = False, can_ever_affect_navigation: bool = False, override_world_partition_grid: Name = 'None', scale_entity_count: float = 0.0, actor_class: Class = Ellipsis, can_be_damaged: bool = False, ignore_modifier_volumes: bool = False)¶
Bases:
TableRowBase
Settings for controlling Instanced Actor behavior. Applied by ‘actor class’ either in groups via ‘named settings’ e.g: “SmallThings”, “Trees” or on a specific class basis.
Named settings are FInstancedActorsSettings registered by name in UInstancedActorsProjectSettings::NamedSettingsRegistryType data registry.
Class-specific settings are FInstancedActorsSettings registered by actor class via FInstancedActorsClassSettingsBase’s in the UInstancedActorsProjectSettings::ActorClassSettingsRegistryType data registry. Named settings can be used as bases here via FInstancedActorsClassSettingsBase::BaseSettings. see: UInstancedActorsProjectSettings for settings registry info.
C++ Source:
Plugin: InstancedActors
Module: InstancedActors
File: InstancedActorsSettingsTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_class
(type(Class)): [Read-Write] Wholesale replace this type of entity with this actor instead.actor_ejection_movement_threshold
(float): [Read-Write] If bEjectOnActorMoved = true, spawned Actors will have their locations monitored and if moved further than ActorEjectionMovementThreshold from their spawn location, they will be ‘ejected’ from their manager / marked as destroyed and transferred to persistence system.affect_distance_field_lighting
(Array[bool]): [Read-Write] If enabled, then asset will be used in distance field lightingapplied_settings_overrides
(Array[Name]): [Read-Only] Note: Don’t forget to implement overriding for new settings in ApplyOverrides and Stringification in ToStringcan_be_damaged
(bool): [Read-Write] Turn on or off damage.can_ever_affect_navigation
(bool): [Read-Write] Can this object ever affect the navigation graph generation for AI etc.control_physics_state
(bool): [Read-Write] Fix for PLAY-11011. If false, collision will not be managed by the mass LODs for this instance *detailed_representation_lod_distance
(double): [Read-Write] Perform per-entity ‘detailed’ representation LOD calculation up to this distance from a viewerdisable_auto_distance_culling
(bool): [Read-Write] Disable auto computed distance culling using the bounding box of the static mesh - instance will render upto MaxInstanceDistanceeject_on_actor_moved
(bool): [Read-Write] If bEjectOnActorMoved = true, spawned Actors will have their locations monitored and if moved further than ActorEjectionMovementThreshold from their spawn location, they will be ‘ejected’ from their manager / marked as destroyed and transferred to persistence system.force_low_representation_lod_distance
(double): [Read-Write] Force ‘Low’ representation LOD for all entities further than this distance from a viewerignore_modifier_volumes
(bool): [Read-Write] Completely disable modifier volumes for this type of instance.instances_cast_shadows
(bool): [Read-Write] Optional shadow casting override applied to instance ISMC’s if set (shadow casting settings from ActorClass will be used for ISMC’s if unset)lod_distance_scales
(Array[float]): [Read-Write] Sets LOD Distance Scale for low quality level, see IA.ViewDistanceQualitymax_actor_distance
(double): [Read-Write] Distance in cm from player to spawn actors within. Beyond this, Actors will be switched to ISMC instances up to MaxDrawDistancemax_instance_distance
(double): [Read-Write] Final draw distance for ISMC instances deprecated: Property ‘MaxInstanceDistance’ is deprecated.max_instance_distances
(Array[double]): [Read-Write] Scale applied on MaxDrawDistance for low quality level, see IA.ViewDistanceQualityoverride_actor_class
(bool): [Read-Write]override_actor_ejection_movement_threshold
(bool): [Read-Write]override_affect_distance_field_lighting
(bool): [Read-Write]override_b_can_be_damaged
(bool): [Read-Write]override_b_can_ever_affect_navigation
(bool): [Read-Write]override_b_control_physics_state
(bool): [Read-Write]override_b_disable_auto_distance_culling
(bool): [Read-Write]override_b_eject_on_actor_moved
(bool): [Read-Write]override_b_ignore_modifier_volumes
(bool): [Read-Write]override_b_instances_cast_shadows
(bool): [Read-Write] Bitflag per setting to choose if it should override a base settingoverride_detailed_representation_lod_distance
(bool): [Read-Write]override_force_low_representation_lod_distance
(bool): [Read-Write]override_lod_distance_scales
(bool): [Read-Write]override_max_actor_distance
(bool): [Read-Write]override_max_instance_distance
(bool): [Read-Write] UE_DEPRECATED(5.4, “Layers Object no longer available.”) deprecated: Property ‘bOverride_MaxInstanceDistance’ is deprecated.override_max_instance_distances
(bool): [Read-Write]override_override_world_partition_grid
(bool): [Read-Write]override_scale_entity_count
(bool): [Read-Write]override_world_partition_grid
(Name): [Read-Write] What world partition grid should this instance be placed into.override_world_position_offset_disable_distance
(bool): [Read-Write]scale_entity_count
(float): [Read-Write] Scale the number of entities spawned. It must be between 0.0 and 1.0, for 0% and 100% respectively.world_position_offset_disable_distance
(int32): [Read-Write] Distance in cm from which WPO is disabled
- property actor_class: Class¶
[Read-Write] Wholesale replace this type of entity with this actor instead.
[Read-Write] Can this object ever affect the navigation graph generation for AI etc.
- Type:
(bool)
- property control_physics_state: bool¶
[Read-Write] Fix for PLAY-11011. If false, collision will not be managed by the mass LODs for this instance *
- Type:
(bool)
- property disable_auto_distance_culling: bool¶
[Read-Write] Disable auto computed distance culling using the bounding box of the static mesh - instance will render upto MaxInstanceDistance
- Type:
(bool)
- property ignore_modifier_volumes: bool¶
[Read-Write] Completely disable modifier volumes for this type of instance.
- Type:
(bool)
- property instances_cast_shadows: bool¶
[Read-Write] Optional shadow casting override applied to instance ISMC’s if set (shadow casting settings from ActorClass will be used for ISMC’s if unset)
- Type:
(bool)
- property max_instance_distance: float¶
[Read-Write] Final draw distance for ISMC instances deprecated: Property ‘MaxInstanceDistance’ is deprecated.
- Type:
(double)
[Read-Write]
- Type:
(bool)
- property override_b_instances_cast_shadows: bool¶
[Read-Write] Bitflag per setting to choose if it should override a base setting
- Type:
(bool)
- property override_max_instance_distance: bool¶
[Read-Write] UE_DEPRECATED(5.4, “Layers Object no longer available.”) deprecated: Property ‘bOverride_MaxInstanceDistance’ is deprecated.
- Type:
(bool)