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

Bases: unreal.Object

Landscape Spline Segment

C++ Source:

  • Module: Landscape
  • File: LandscapeSplineSegment.h

Editor Properties: (see get_editor_property/set_editor_property)

  • body_instance (BodyInstance): [Read-Write] Mesh Collision Settings

  • cast_shadow (bool): [Read-Write] Whether the Spline Meshes should cast a shadow.

  • collision_profile_name (Name): [Read-Write] Name of the collision profile to use for this spline // // TODO: This field does not have proper Slate customization. // Instead of a text field, this should be a dropdown with the // default option. //

  • connections (LandscapeSplineSegmentConnection): [Read-Write] Directly editable data:

  • hidden_in_game (bool): [Read-Write] Whether to hide the mesh in game

  • layer_name (Name): [Read-Write] Name of blend layer to paint when applying spline to landscape If “none”, no layer is painted

  • ld_max_draw_distance (float): [Read-Write] Max draw distance for all the mesh pieces used in this spline

  • lower_terrain (bool): [Read-Write] If the spline is below the terrain, whether to lower the terrain down to the level of the spline when applying it to the landscape.

  • place_spline_meshes_in_streaming_levels (bool): [Read-Write] Whether spline meshes should be placed in landscape proxy streaming levels (true) or the spline’s level (false)

  • raise_terrain (bool): [Read-Write] If the spline is above the terrain, whether to raise the terrain up to the level of the spline when applying it to the landscape.

  • random_seed (int32): [Read-Write] Random seed used for choosing which order to use spline meshes. Ignored if only one mesh is set.

  • spline_meshes (Array(LandscapeSplineMeshEntry)): [Read-Write] Spline meshes from this list are used in random order along the spline.

  • translucency_sort_priority (int32): [Read-Write] Translucent objects with a lower sort priority draw behind objects with a higher priority. Translucent objects with the same priority are rendered from back-to-front based on their bounds origin.

    Ignored if the object is not translucent. The default priority is zero. Warning: This should never be set to a non-default value unless you know what you are doing, as it will prevent the renderer from sorting correctly.


(BodyInstance) – [Read-Only] Mesh Collision Settings