unreal.BrushDataTree

class unreal.BrushDataTree(current_level: int = 0, parent_index: int = 0, brush_actors: None = [], index_x0y0: int = 0, index_x1y0: int = 0, index_x0y1: int = 0, index_x1y1: int = 0, child_data_count: int = 0, node_extents: Vector4 = Ellipsis)

Bases: StructBase

Brush Data Tree

C++ Source:

  • Plugin: Landmass

  • Module: LandmassEditor

  • File: LandmassManagerBase.h

Editor Properties: (see get_editor_property/set_editor_property)

  • brush_actors (Array[LandmassActor]): [Read-Write]

  • child_data_count (int32): [Read-Write]

  • current_level (int32): [Read-Write]

  • index_x0y0 (int32): [Read-Write]

  • index_x0y1 (int32): [Read-Write]

  • index_x1y0 (int32): [Read-Write]

  • index_x1y1 (int32): [Read-Write]

  • node_extents (Vector4): [Read-Write]

  • parent_index (int32): [Read-Write]

property brush_actors: None

[Read-Write]

Type:

(Array[LandmassActor])

property child_data_count: int

[Read-Write]

Type:

(int32)

property current_level: int

[Read-Write]

Type:

(int32)

property index_x0y0: int

[Read-Write]

Type:

(int32)

property index_x0y1: int

[Read-Write]

Type:

(int32)

property index_x1y0: int

[Read-Write]

Type:

(int32)

property index_x1y1: int

[Read-Write]

Type:

(int32)

property node_extents: Vector4

[Read-Write]

Type:

(Vector4)

property parent_index: int

[Read-Write]

Type:

(int32)