unreal.LandscapePatchComponent

class unreal.LandscapePatchComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: SceneComponent

Base class for landscape patches: components that can be attached to meshes and moved around to make the meshes affect the landscape around themselves.

C++ Source:

  • Plugin: LandscapePatch

  • Module: LandscapePatch

  • File: LandscapePatchComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • detail_mode (DetailMode): [Read-Write] Set the required detail level of this component. It will be deleted or made invisible if the world’s detail level is higher, based on platform and scalability settings. For example, a detail mode of High may prevent this component from loading on mobile platforms.

  • detail_panel_layer_guid (str): [Read-Only]

  • detail_panel_layer_name (str): [Read-Write] Name of the edit layer to which the patch is bound. Options are determined by the set Landscape pointer.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • is_enabled (bool): [Read-Write] When false, patch does not affect the landscape. Useful for temporarily disabling the patch.

  • landscape (Landscape): [Read-Write]

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • priority (double): [Read-Write] Value that determines the patch ordering relative to other patches.

  • priority_initialization (LandscapePatchPriorityInitialization): [Read-Write] How to initialize the patch priority when a patch is first created.

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

get_edit_layer_guid() Guid

Get Edit Layer Guid

Return type:

Guid

get_landscape() Landscape

Get Landscape

Return type:

Landscape

get_landscape_heightmap_coords_to_world() Transform

Get Landscape Heightmap Coords to World

Return type:

Transform

get_patch_manager() LandscapePatchManager

Get Patch Manager deprecated: Patch manager use is deprecated. Patches should point to an edit layer using a Guid, and order themselves using priority.

Return type:

LandscapePatchManager

get_priority() double

Get Priority

Return type:

double

is_enabled() bool
Returns:

false if the patch is marked as disabled and therefore can’t affect the landscape.

Return type:

bool

request_landscape_update(user_triggered_update=False) None

Request Landscape Update

Parameters:

user_triggered_update (bool)

set_edit_layer_guid(guid_in) None

Set Edit Layer Guid

Parameters:

guid_in (Guid)

set_is_enabled(enabled_in) None

Allows the patch to be disabled, so that it no longer affects the landscape. This can be useful when deleting the patch is undesirable, usually when the disabling is temporary.

Parameters:

enabled_in (bool)

set_landscape(new_landscape) None

Set Landscape

Parameters:

new_landscape (Landscape)

set_patch_manager(new_patch_manager) None

Set Patch Manager deprecated: Patch manager use is deprecated. Patches should point to an edit layer using a Guid, and order themselves using priority.

Parameters:

new_patch_manager (LandscapePatchManager)

set_priority(priority_in) None

Set Priority

Parameters:

priority_in (double)