unreal.LocalFogVolumeComponent
¶
- class unreal.LocalFogVolumeComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SceneComponent
Local Fog Volume Component
C++ Source:
Module: Engine
File: LocalFogVolumeComponent.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 parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only
(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.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 classfog_albedo
(LinearColor): [Read-Write] Controls the albedo of this fog volume.fog_emissive
(LinearColor): [Read-Write] Controls the emissive color of this fog volume.fog_phase_g
(float): [Read-Write] Controls the phase G parameter, describing the directionality of the scattering within this fog volume.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.height_fog_extinction
(float): [Read-Write] The density of the radial fog representing its extinction coefficient at height 0 in the unit sphere. The final look of the volume is determined by combining the “Coverage=1-Transmittance” of both radial and height fog in order to achieve both soft edges and height fog.height_fog_falloff
(float): [Read-Write] Controls how the density decreases as height increases. Smaller values make the visible transition larger. 1.0 is the lowest value before visual artifact are visible at the horizon.height_fog_offset
(float): [Read-Write] Height offset, relative to the actor Z position.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 buildsmobility
(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 reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedphysics_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 Componentradial_fog_extinction
(float): [Read-Write] The density of the radial fog representing its extinction coefficient at the center of the sphere. The final look of the volume is determined by combining the “Coverage=1-Transmittance” of both radial and height fog in order to achieve both soft edges and height fog.relative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_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:
- property fog_emissive: LinearColor¶
[Read-Only] Controls the emissive color of this fog volume.
- Type:
- 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_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)
- property height_fog_extinction: float¶
[Read-Only] The density of the radial fog representing its extinction coefficient at height 0 in the unit sphere. The final look of the volume is determined by combining the “Coverage=1-Transmittance” of both radial and height fog in order to achieve both soft edges and height fog.
- Type:
(float)
- property height_fog_falloff: float¶
[Read-Only] Controls how the density decreases as height increases. Smaller values make the visible transition larger. 1.0 is the lowest value before visual artifact are visible at the horizon.
- Type:
(float)
- property height_fog_offset: float¶
[Read-Only] Height offset, relative to the actor Z position.
- Type:
(float)
- property radial_fog_extinction: float¶
[Read-Only] The density of the radial fog representing its extinction coefficient at the center of the sphere. The final look of the volume is determined by combining the “Coverage=1-Transmittance” of both radial and height fog in order to achieve both soft edges and height fog.
- Type:
(float)
- set_fog_albedo(new_value) None ¶
Set Fog Albedo
- Parameters:
new_value (LinearColor) –
- set_fog_emissive(new_value) None ¶
Set Fog Emissive
- Parameters:
new_value (LinearColor) –