unreal.GrassVariety
¶
- class unreal.GrassVariety¶
Bases:
StructBase
Grass Variety
C++ Source:
Module: Landscape
File: LandscapeGrassType.h
Editor Properties: (see get_editor_property/set_editor_property)
align_to_surface
(bool): [Read-Write] Align to Surface: Whether the grass instances should be tilted to the normal of the landscape (true), or always vertical (false)cast_contact_shadow
(bool): [Read-Write] Cast Contact Shadow: Whether the grass should cast contact shadows. *cast_dynamic_shadow
(bool): [Read-Write] Cast Dynamic Shadow: Whether the grass should cast shadows when using non-precomputed shadowing. *end_cull_distance
(PerPlatformInt): [Read-Write] End Cull Distance: 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.grass_density
(PerPlatformFloat): [Read-Write] Grass Density: Instances per 10 square meters.grass_mesh
(StaticMesh): [Read-Write] Grass Meshinstance_world_position_offset_disable_distance
(uint32): [Read-Write] Instance World Position Offset Disable Distance: Distance at which to grass instances should disable WPO for performance reasonskeep_instance_buffer_cpu_copy
(bool): [Read-Write] Keep Instance Buffer CPUCopy: 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: 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] Min LOD: 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] Override Materials: Material Overrides.placement_jitter
(float): [Read-Write] Placement Jitterrandom_rotation
(bool): [Read-Write] Random Rotation: Whether the grass instances should be placed at random rotation (true) or all at the same rotation (false)receives_decals
(bool): [Read-Write] Receives Decals: Whether the grass instances should receive decals.scale_x
(FloatInterval): [Read-Write] Scale X: Specifies the range of scale, from minimum to maximum, to apply to a grass instance’s X Scale propertyscale_y
(FloatInterval): [Read-Write] Scale Y: Specifies the range of scale, from minimum to maximum, to apply to a grass instance’s Y Scale propertyscale_z
(FloatInterval): [Read-Write] Scale Z: Specifies the range of scale, from minimum to maximum, to apply to a grass instance’s Z Scale propertyscaling
(GrassScaling): [Read-Write] Scaling: Specifies grass instance scaling typestart_cull_distance
(PerPlatformInt): [Read-Write] Start Cull Distance: The distance where instances will begin to fade out if using a PerInstanceFadeAmount material node. 0 disables.use_grid
(bool): [Read-Write] Use Grid: If true, use a jittered grid sequence for placement, otherwise use a halton sequence.use_landscape_lightmap
(bool): [Read-Write] Use Landscape Lightmap: Whether to use the landscape’s lightmap when rendering the grass.