unreal.GrassVariety¶
- class unreal.GrassVariety¶
Bases:
StructBaseGrass Variety
C++ Source:
Module: Landscape
File: LandscapeGrassType.h
Editor Properties: (see get_editor_property/set_editor_property)
affect_distance_field_lighting(bool): [Read-Write] Controls whether the primitive should affect dynamic distance field lighting methods.align_to_surface(bool): [Read-Write] Whether the grass instances should be tilted to the normal of the landscape (true), or always vertical (false)cast_contact_shadow(bool): [Read-Write] Whether the grass should cast contact shadows. *cast_dynamic_shadow(bool): [Read-Write] Whether the grass should cast shadows when using non-precomputed shadowing. *end_cull_distance(PerPlatformInt): [Read-Write] The distance where instances will have completely faded out when using a PerInstanceFadeAmount material node. 0 disables. When the entire cluster is beyond this distance, the cluster is completely culled and not rendered at all.end_cull_distance_quality(PerQualityLevelInt): [Read-Write]grass_density(PerPlatformFloat): [Read-Write] Instances per 10 square meters.grass_density_quality(PerQualityLevelFloat): [Read-Write]grass_mesh(StaticMesh): [Read-Write]instance_world_position_offset_disable_distance(uint32): [Read-Write] Distance at which to grass instances should disable WPO for performance reasonskeep_instance_buffer_cpu_copy(bool): [Read-Write] Whether we should keep a cpu copy of the instance buffer. This should be set to true if you plan on using GetOverlappingXXXXCount functions of the component otherwise it won’t return any data.*lighting_channels(LightingChannels): [Read-Write] Lighting channels that the grass will be assigned. Lights with matching channels will affect the grass. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.min_lod(int32): [Read-Write] Specifies the smallest LOD that will be used for this component. If -1 (default), the MinLOD of the static mesh asset will be used instead.override_materials(Array[MaterialInterface]): [Read-Write] Material Overrides.placement_jitter(float): [Read-Write]random_rotation(bool): [Read-Write] Whether the grass instances should be placed at random rotation (true) or all at the same rotation (false)receives_decals(bool): [Read-Write] Whether the grass instances should receive decals.scale_x(FloatInterval): [Read-Write] Specifies the range of scale, from minimum to maximum, to apply to a grass instance’s X Scale propertyscale_y(FloatInterval): [Read-Write] Specifies the range of scale, from minimum to maximum, to apply to a grass instance’s Y Scale propertyscale_z(FloatInterval): [Read-Write] Specifies the range of scale, from minimum to maximum, to apply to a grass instance’s Z Scale propertyscaling(GrassScaling): [Read-Write] Specifies grass instance scaling typestart_cull_distance(PerPlatformInt): [Read-Write] The distance where instances will begin to fade out if using a PerInstanceFadeAmount material node. 0 disables.start_cull_distance_quality(PerQualityLevelInt): [Read-Write]use_grid(bool): [Read-Write] If true, use a jittered grid sequence for placement, otherwise use a halton sequence.use_landscape_lightmap(bool): [Read-Write] Whether to use the landscape’s lightmap when rendering the grass.