unreal.LandscapeSplineSegment?

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.

  • runtime_virtual_textures (Array(RuntimeVirtualTexture)): [Read-Write] Array of runtime virtual textures into which we render the spline segment. The material also needs to be set up to output to a virtual texture.

  • 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. This setting is also used to sort objects being drawn into a runtime virtual texture.

    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.

  • virtual_texture_cull_mips (int32): [Read-Write] Number of lower mips in the runtime virtual texture to skip for rendering this primitive. Larger values reduce the effective draw distance in the runtime virtual texture. This culling method doesn’t take into account primitive size or virtual texture size.

  • virtual_texture_lod_bias (int32): [Read-Write] Lod bias for rendering to runtime virtual texture.

  • virtual_texture_main_pass_max_draw_distance (float): [Read-Write] Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass. A value of 0 has no effect.

  • virtual_texture_render_pass_type (RuntimeVirtualTextureMainPassType): [Read-Write] Render to the main pass based on the virtual texture settings.

body_instance?

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

runtime_virtual_textures?

(Array(RuntimeVirtualTexture)) – [Read-Only] Array of runtime virtual textures into which we render the spline segment. The material also needs to be set up to output to a virtual texture.

virtual_texture_cull_mips?

(int32) – [Read-Only] Number of lower mips in the runtime virtual texture to skip for rendering this primitive. Larger values reduce the effective draw distance in the runtime virtual texture. This culling method doesn’t take into account primitive size or virtual texture size.

virtual_texture_lod_bias?

(int32) – [Read-Only] Lod bias for rendering to runtime virtual texture.

virtual_texture_main_pass_max_draw_distance?

(float) – [Read-Only] Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass. A value of 0 has no effect.

virtual_texture_render_pass_type?

(RuntimeVirtualTextureMainPassType) – [Read-Only] Render to the main pass based on the virtual texture settings.