unreal.LandscapeLayerInfoObject¶
- class unreal.LandscapeLayerInfoObject(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectLandscape Layer Info Object
C++ Source:
Module: Landscape
File: LandscapeLayerInfoObject.h
Editor Properties: (see get_editor_property/set_editor_property)
blend_group(Name): [Read-Write] Only available for Advanced Weight Blending. Allows target layers from the same group only to have their weight adjusted against one another.blend_method(LandscapeTargetLayerBlendMethod): [Read-Write] Allows this layer’s final weight to be adjusted against others.hardness(float): [Read-Write] Defines how much ‘resistance’ areas painted with this layer will offer to the Erosion tool. A hardness of 0 means the layer is fully affected by erosion, while 1 means fully unaffected.layer_name(Name): [Read-Only]layer_usage_debug_color(LinearColor): [Read-Write] The color to use for layer usage debugminimum_collision_relevance_weight(float): [Read-Write] The minimum weight that needs to be painted for that layer to be picked up as the dominant physical layer.phys_material(PhysicalMaterial): [Read-Write] Physical material to use when this layer is the predominant one at a given location. Note: this is ignored if the Landscape Physical Material node is used in the landscape material.spline_falloff_modulation_bias(float): [Read-Write] Defines the offset to use when sampling the Spline Falloff Modulation Texture.spline_falloff_modulation_color_mask(SplineModulationColorMask): [Read-Write] Defines which channel of the Spline Falloff Modulation Texture to use.spline_falloff_modulation_scale(float): [Read-Write] Allows to scale the value sampled from the Spline Falloff Modulation Texture.spline_falloff_modulation_texture(Texture2D): [Read-Write] Texture to modulate the Splines Falloff Layer Alphaspline_falloff_modulation_tiling(float): [Read-Write] Defines the tiling to use when sampling the Spline Falloff Modulation Texture.