unreal.LandscapeProxy
¶
- class unreal.LandscapeProxy(outer=None, name='None')¶
Bases:
unreal.Actor
Landscape Proxy
C++ Source:
Module: Landscape
File: LandscapeProxy.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_guid
(Guid): [Read-Only] The GUID for this actor.affect_distance_field_lighting
(bool): [Read-Write] Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. *allow_tick_before_begin_play
(bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.always_relevant
(bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).auto_destroy_when_finished
(bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.auto_receive_input
(AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.bake_material_position_offset_into_collision
(bool): [Read-Write] Whether to bake the landscape material’s vertical world position offset into the collision heightfield.Note: Only z (vertical) offset is supported. XY offsets are ignored. Does not work with an XY offset map (mesh collision)
block_input
(bool): [Read-Write] If true, all input on the stack below this actor will not be consideredbody_instance
(BodyInstance): [Read-Write] Collision profile settings for this landscapecan_be_damaged
(bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()can_be_in_cluster
(bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performancecast_dynamic_shadow
(bool): [Read-Write] Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true. *cast_far_shadow
(bool): [Read-Write] When enabled, the component will be rendering into the far shadow cascades(only for directional lights). This flag is only used if CastShadow is true.cast_hidden_shadow
(bool): [Read-Write] If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is true.cast_shadow
(bool): [Read-Write] Controls whether the primitive component should cast a shadow or not.cast_shadow_as_two_sided
(bool): [Read-Write] Whether this primitive should cast dynamic shadows as if it were a two sided material. This flag is only used if CastShadow is true.cast_static_shadow
(bool): [Read-Write] Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.collision_mip_level
(int32): [Read-Write] Landscape LOD to use for collision tests. Higher numbers use less memory and process faster, but are much less accuratecollision_thickness
(float): [Read-Write] Thickness of the collision surface, in unreal unitscomponent_screen_size_to_use_sub_sections
(float): [Read-Write] Component screen size (0.0 - 1.0) at which we should keep sub sections. This is mostly pertinent if you have large component of > 64 and component are close to the camera. The goal is to reduce draw call, so if a component is smaller than the value, we merge all subsections into 1 drawcall.custom_depth_stencil_value
(int32): [Read-Write] Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)custom_depth_stencil_write_mask
(RendererStencilMask): [Read-Write] Mask used for stencil buffer writes.custom_time_dilation
(float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.default_phys_material
(PhysicalMaterial): [Read-Write] Default physical material, used when no per-layer values physical materialsdefault_update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:[/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable
Another subclass could set their default to something different, such as:
[/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming
enable_auto_lod_generation
(bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actorexport_lod
(int32): [Read-Write] LOD level to use when exporting the landscape to obj or FBXfill_collision_under_landscape_for_navmesh
(bool): [Read-Write] Set to true to prevent navmesh generation under the terrain geometryfind_camera_component_when_view_target
(bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.generate_overlap_events
(bool): [Read-Write] If true, Landscape will generate overlap events when other components are overlapping it (eg Begin Overlap). Both the Landscape and the other component must have this flag enabled for overlap events to occur. see: [Overlap Events](https://docs.unrealengine.com/latest/INT/Engine/Physics/Collision/index.html#overlapandgenerateoverlapevents) see: UpdateOverlaps(), BeginComponentOverlap(), EndComponentOverlap()generate_overlap_events_during_level_streaming
(bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaminghidden
(bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()ignores_origin_shifting
(bool): [Read-Write] Whether this actor should not be affected by world origin shifting.initial_life_span
(float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.input_priority
(int32): [Read-Write] The priority of this input component when pushed in to the stack.instigator
(Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.is_editor_only_actor
(bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked buildslandscape_hole_material
(MaterialInterface): [Read-Write] Material used to render landscape components with holes. If not set, LandscapeMaterial will be used (blend mode will be overridden to Masked if it is set to Opaque)landscape_material
(MaterialInterface): [Read-Write] Combined material used to render the landscapelandscape_materials_override
(Array(LandscapeProxyMaterialOverride)): [Read-Write] Landscape Materials Overrideld_max_draw_distance
(float): [Read-Write] Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object.lighting_channels
(LightingChannels): [Read-Write] Channels that this Landscape should be in. Lights with matching channels will affect the Landscape. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.lightmass_settings
(LightmassPrimitiveSettings): [Read-Write] The Lightmass settings for this object.lod0_distribution_setting
(float): [Read-Write] The distribution setting used to change the LOD 0 generation, 1.75 is the normal distribution, numbers influence directly the LOD0 proportion on screen.lod0_screen_size
(float): [Read-Write] This is the starting screen size used to calculate the distribution, by default it’s 1, but you can increase the value if you want less LOD0 component, and you use very large landscape component.lod_distribution_setting
(float): [Read-Write] The distribution setting used to change the LOD generation, 2 is the normal distribution, small number mean you want your last LODs to take more screen space and big number mean you want your first LODs to take more screen space.max_lod_level
(int32): [Read-Write] Max LOD level to use when rendering, -1 means the max availablemax_painted_layers_per_component
(int32): [Read-Write] Max Painted Layers Per Componentmesh_holes
(bool): [Read-Write] Use unique geometry instead of material alpha tests for holes on mobile platforms. This requires additional memory and will render more vertices at lower LODs.mesh_holes_max_lod
(uint8): [Read-Write] Maximum geometry LOD at which to render unique hole meshes.min_net_update_frequency
(float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequentlynavigation_geometry_gathering_mode
(NavDataGatheringMode): [Read-Write] Navigation Geometry Gathering Modenegative_z_bounds_extension
(float): [Read-Write] Allows overriding the landscape bounds. This is useful if you distort the landscape with world-position-offset, for example Extension value in the negative Z axis, positive value increases bound size Note that this can also be overridden per-component when the component is selected with the component select toolnet_cull_distance_squared
(float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.net_dormancy
(NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.net_load_on_client
(bool): [Read-Write] This actor will be loaded on network clients during map loadnet_priority
(float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicatenet_update_frequency
(float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTimenet_use_owner_relevancy
(bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriorityoccluder_geometry_lod
(int32): [Read-Write] Landscape LOD to use as an occluder geometry for software occlusionon_actor_begin_overlap
(ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_end_overlap
(ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_hit
(ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.on_begin_cursor_over
(ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.on_clicked
(ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.on_destroyed
(ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.on_end_cursor_over
(ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.on_end_play
(ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.on_input_touch_begin
(ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.on_input_touch_end
(ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.on_input_touch_enter
(ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.on_input_touch_leave
(ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.on_released
(ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.on_take_any_damage
(TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.on_take_point_damage
(TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.on_take_radial_damage
(TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.only_relevant_to_owner
(bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.optimize_bp_component_data
(bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.pivot_offset
(Vector): [Read-Write] Local space pivot offset for the actor, only used in the editorpositive_z_bounds_extension
(float): [Read-Write] Allows overriding the landscape bounds. This is useful if you distort the landscape with world-position-offset, for example Extension value in the positive Z axis, positive value increases bound size Note that this can also be overridden per-component when the component is selected with the component select toolprimary_actor_tick
(ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/ see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()relevant_for_level_bounds
(bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevantrender_custom_depth
(bool): [Read-Write] If true, the Landscape will be rendered in the CustomDepth pass (usually used for outlines)replay_rewindable
(bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.replicate_movement
(bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/replicated_movement
(RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocityreplicates
(bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()root_component
(SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehowruntime_virtual_textures
(Array(RuntimeVirtualTexture)): [Read-Write] Array of runtime virtual textures into which we draw this landscape. The material also needs to be set up to output to a virtual texture.simple_collision_mip_level
(int32): [Read-Write] If set higher than the “Collision Mip Level”, this specifies the Landscape LOD to use for “simple collision” tests, otherwise the “Collision Mip Level” is used for both simple and complex collision. Does not work with an XY offset map (mesh collision)spawn_collision_handling_method
(SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.sprite_scale
(float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).static_lighting_lod
(int32): [Read-Write] LOD level to use when running lightmass (increase to 1 or 2 for large landscapes to stop lightmass crashing)static_lighting_resolution
(float): [Read-Write] The resolution to cache lighting at, in texels/quad in one axis Total resolution would be changed by StaticLightingResolution*StaticLightingResolution Automatically calculate proper value for removing seamsstreaming_distance_multiplier
(float): [Read-Write] Allows artists to adjust the distance where textures using UV 0 are streamed in/out. 1.0 is the default, whereas a higher value increases the streamed-in resolution. Value can be < 0 (from legcay content, or code changes)tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.tessellation_component_screen_size
(float): [Read-Write] Component screen size (0.0 - 1.0) at which we should enable tessellation.tessellation_component_screen_size_falloff
(float): [Read-Write] Component screen size (0.0 - 1.0) at which we start the tessellation falloff.update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()
use_dynamic_material_instance
(bool): [Read-Write] When set to true it will generate MaterialInstanceDynamic for each components, so material can be changed at runtimeuse_landscape_for_culling_invisible_hlod_vertices
(bool): [Read-Write] Flag whether or not this Landscape’s surface can be used for culling hidden triangles *use_material_position_offset_in_static_lighting
(bool): [Read-Write] Whether to use the landscape material’s vertical world position offset when calculating static lighting.Note: Only z (vertical) offset is supported. XY offsets are ignored. Does not work correctly with an XY offset map (mesh collision)
use_tessellation_component_screen_size_falloff
(bool): [Read-Write] Tell if we should enable tessellation falloff. It will ramp down the Tessellation Multiplier from the material linearly. It should be disabled if you plan on using a custom implementation in material/shaders.used_for_navigation
(bool): [Read-Write] Hints navigation system whether this landscape will ever be navigated on. true by default, but make sure to set it to false for faraway, background landscapesvirtual_texture_lod_bias
(int32): [Read-Write] Bias to the LOD selected for rendering to runtime virtual textures. Higher values reduce vertex count when rendering to the runtime virtual texture.virtual_texture_num_lods
(int32): [Read-Write] Number of mesh levels to use when rendering landscape into runtime virtual texture. Lower values reduce vertex count when rendering to the runtime virtual texture but decrease accuracy when using values that require vertex interpolation.virtual_texture_render_pass_type
(RuntimeVirtualTextureMainPassType): [Read-Write] Controls if this component draws in the main pass as well as in the virtual texture.
- property affect_distance_field_lighting¶
[Read-Only] Controls whether the primitive should affect dynamic distance field lighting methods. This flag is only used if CastShadow is true. *
- Type
(bool)
- property body_instance¶
[Read-Only] Collision profile settings for this landscape
- Type
- property cast_dynamic_shadow¶
[Read-Only] Controls whether the primitive should cast shadows in the case of non precomputed shadowing. This flag is only used if CastShadow is true. *
- Type
(bool)
- property cast_far_shadow¶
[Read-Only] When enabled, the component will be rendering into the far shadow cascades(only for directional lights). This flag is only used if CastShadow is true.
- Type
(bool)
[Read-Only] If true, the primitive will cast shadows even if bHidden is true. Controls whether the primitive should cast shadows when hidden. This flag is only used if CastShadow is true.
- Type
(bool)
- property cast_shadow¶
[Read-Only] Controls whether the primitive component should cast a shadow or not.
- Type
(bool)
- property cast_shadow_as_two_sided¶
[Read-Only] Whether this primitive should cast dynamic shadows as if it were a two sided material. This flag is only used if CastShadow is true.
- Type
(bool)
- property cast_static_shadow¶
[Read-Only] Whether the object should cast a static shadow from shadow casting lights. This flag is only used if CastShadow is true.
- Type
(bool)
- change_component_screen_size_to_use_sub_sections(component_screen_size_to_use_sub_sections) → None¶
Change ComponentScreenSizeToUseSubSections value on the render proxy.
- Parameters
component_screen_size_to_use_sub_sections (float) –
- change_lod_distance_factor(lod_distance_factor) → None¶
Change the Level of Detail distance factor deprecated: This value can’t be changed anymore, you should edit the property LODDistributionSetting of the Landscape
- Parameters
lod_distance_factor (float) –
- change_tessellation_component_screen_size(tessellation_component_screen_size) → None¶
Change TessellationComponentScreenSize value on the render proxy.
- Parameters
tessellation_component_screen_size (float) –
- change_tessellation_component_screen_size_falloff(use_tessellation_component_screen_size_falloff) → None¶
Change TessellationComponentScreenSizeFalloff value on the render proxy.
- Parameters
use_tessellation_component_screen_size_falloff (float) –
- change_use_tessellation_component_screen_size_falloff(component_screen_size_to_use_sub_sections) → None¶
Change UseTessellationComponentScreenSizeFalloff value on the render proxy.
- Parameters
component_screen_size_to_use_sub_sections (bool) –
- property custom_depth_stencil_value¶
[Read-Only] Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)
- Type
(int32)
- property custom_depth_stencil_write_mask¶
[Read-Only] Mask used for stencil buffer writes.
- Type
- editor_apply_spline(spline_component, start_width=200.0, end_width=200.0, start_side_falloff=200.0, end_side_falloff=200.0, start_roll=0.0, end_roll=0.0, num_subdivisions=20, raise_heights=True, lower_heights=True, paint_layer=None, edit_layer_name='None') → None¶
Deform landscape using a given spline
- Parameters
spline_component (SplineComponent) – The component containing the spline data
start_width (float) – Width of the spline at the start node, in Spline Component local space
end_width (float) – Width of the spline at the end node, in Spline Component local space
start_side_falloff (float) – Width of the falloff at either side of the spline at the start node, in Spline Component local space
end_side_falloff (float) – Width of the falloff at either side of the spline at the end node, in Spline Component local space
start_roll (float) – Roll applied to the spline at the start node, in degrees. 0 is flat
end_roll (float) – Roll applied to the spline at the end node, in degrees. 0 is flat
num_subdivisions (int32) – Number of triangles to place along the spline when applying it to the landscape. Higher numbers give better results, but setting it too high will be slow and may cause artifacts
raise_heights (bool) – Allow the landscape to be raised up to the level of the spline. If both bRaiseHeights and bLowerHeights are false, no height modification of the landscape will be performed
lower_heights (bool) – Allow the landscape to be lowered down to the level of the spline. If both bRaiseHeights and bLowerHeights are false, no height modification of the landscape will be performed
paint_layer (LandscapeLayerInfoObject) – LayerInfo to paint, or none to skip painting. The landscape must be configured with the same layer info in one of its layers or this will do nothing!
edit_layer_name (Name) – Name of the landscape edition layer to affect (in Edit Layers mode)
- property generate_overlap_events¶
[Read-Only] If true, Landscape will generate overlap events when other components are overlapping it (eg Begin Overlap). Both the Landscape and the other component must have this flag enabled for overlap events to occur. see: [Overlap Events](https://docs.unrealengine.com/latest/INT/Engine/Physics/Collision/index.html#overlapandgenerateoverlapevents) see: UpdateOverlaps(), BeginComponentOverlap(), EndComponentOverlap()
- Type
(bool)
- landscape_export_heightmap_to_render_target(render_target, export_height_into_rg_channel=False, export_landscape_proxies=True) → bool¶
Output a landscape heightmap to a render target
- Parameters
render_target (TextureRenderTarget2D) – Valid render target with a format of RTF_RGBA16f, RTF_RGBA32f or RTF_RGBA8
export_height_into_rg_channel (bool) – Tell us if we should export the height that is internally stored as R & G (for 16 bits) to a single R channel of the render target (the format need to be RTF_RGBA16f or RTF_RGBA32f) Note that using RTF_RGBA16f with InExportHeightIntoRGChannel == false, could have precision loss.
export_landscape_proxies (bool) – Option to also export components of all proxies of Landscape actor (if LandscapeProxy is the Landscape Actor)
- Returns
- Return type
- landscape_export_weightmap_to_render_target(render_target, layer_name) → bool¶
Output a landscape weightmap to a render target Only works in the editor
- Parameters
render_target (TextureRenderTarget2D) –
layer_name (Name) –
- Returns
- Return type
- landscape_import_heightmap_from_render_target(render_target, import_height_from_rg_channel=False) → bool¶
Overwrites a landscape heightmap with render target data
- Parameters
render_target (TextureRenderTarget2D) – Valid render target with a format of RTF_RGBA16f, RTF_RGBA32f or RTF_RGBA8
import_height_from_rg_channel (bool) – Only relevant when using format RTF_RGBA16f or RTF_RGBA32f, and will tell us if we should import the height data from the R channel only of the Render target or from R & G. Note that using RTF_RGBA16f with InImportHeightFromRGChannel == false, could have precision loss Only works in the editor
- Returns
- Return type
- landscape_import_weightmap_from_render_target(render_target, layer_name) → bool¶
Overwrites a landscape weightmap with render target data Only works in the editor
- Parameters
render_target (TextureRenderTarget2D) –
layer_name (Name) –
- Returns
- Return type
- property landscape_material¶
[Read-Write] Combined material used to render the landscape
- Type
- property ld_max_draw_distance¶
[Read-Only] Max draw distance exposed to LDs. The real max draw distance is the min (disregarding 0) of this and volumes affecting this object.
- Type
(float)
- property lighting_channels¶
[Read-Only] Channels that this Landscape should be in. Lights with matching channels will affect the Landscape. These channels only apply to opaque materials, direct lighting, and dynamic lighting and shadowing.
- Type
- property mesh_holes¶
[Read-Only] Use unique geometry instead of material alpha tests for holes on mobile platforms. This requires additional memory and will render more vertices at lower LODs.
- Type
(bool)
- property mesh_holes_max_lod¶
[Read-Only] Maximum geometry LOD at which to render unique hole meshes.
- Type
(uint8)
- property render_custom_depth¶
[Read-Only] If true, the Landscape will be rendered in the CustomDepth pass (usually used for outlines)
- Type
(bool)
- property runtime_virtual_textures¶
[Read-Write] Array of runtime virtual textures into which we draw this landscape. The material also needs to be set up to output to a virtual texture.
- Type
- set_landscape_material_scalar_parameter_value(parameter_name, value) → None¶
Set a MID scalar (float) parameter value for all landscape components.
- set_landscape_material_texture_parameter_value(parameter_name, value) → None¶
Set an MID texture parameter value for all landscape components.
- set_landscape_material_vector_parameter_value(parameter_name, value) → None¶
Set an MID vector parameter value for all landscape components.
- Parameters
parameter_name (Name) –
value (LinearColor) –
- property virtual_texture_lod_bias¶
[Read-Only] Bias to the LOD selected for rendering to runtime virtual textures. Higher values reduce vertex count when rendering to the runtime virtual texture.
- Type
(int32)
- property virtual_texture_num_lods¶
[Read-Only] Number of mesh levels to use when rendering landscape into runtime virtual texture. Lower values reduce vertex count when rendering to the runtime virtual texture but decrease accuracy when using values that require vertex interpolation.
- Type
(int32)
- property virtual_texture_render_pass_type¶
[Read-Only] Controls if this component draws in the main pass as well as in the virtual texture.