unreal.FractureCommonSettings

class unreal.FractureCommonSettings(outer=None, name='None')

Bases: unreal.Object

Settings specifically related to the one-time destructive fracturing of a mesh *

C++ Source:

  • Plugin: ChaosEditor
  • Module: FractureEditor
  • File: FractureTool.h

Editor Properties: (see get_editor_property/set_editor_property)

  • amplitude (float): [Read-Write] Size of the noise displacement in centimeters
  • chance_to_fracture (float): [Read-Write] Chance to shatter each mesh. Useful when shattering multiple selected meshes.
  • draw_diagram (bool): [Read-Write] Generate a fracture pattern across all selected meshes.
  • draw_sites (bool): [Read-Write] Generate a fracture pattern across all selected meshes.
  • frequency (float): [Read-Write] Period of the Perlin noise. Smaller values will create noise faces that are smoother
  • group_fracture (bool): [Read-Write] Generate a fracture pattern across all selected meshes.
  • octave_number (int32): [Read-Write] Number of fractal layers of Perlin noise to apply. Smaller values (1 or 2) will create noise that looks like gentle rolling hills, while larger values (> 4) will tend to look more like craggy mountains
  • random_seed (int32): [Read-Write] Random number generator seed for repeatability
  • surface_resolution (int32): [Read-Write] Spacing between vertices on cut surfaces, where noise is added. Larger spacing between vertices will create more efficient meshes with fewer triangles, but less resolution to see the shape of the added noise