unreal.MaterialExpressionSpeedTree
¶
- class unreal.MaterialExpressionSpeedTree(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
MaterialExpression
Material Expression Speed Tree
C++ Source:
Module: Engine
File: MaterialExpressionSpeedTree.h
Editor Properties: (see get_editor_property/set_editor_property)
accurate_wind_velocities
(bool): [Read-Write] Accurate Wind Velocities: Support accurate velocities from wind. This will incur extra cost per vertex.billboard_threshold
(float): [Read-Write] Billboard Threshold: The threshold for triangles to be removed from the bilboard mesh when not facing the camera (0 = none pass, 1 = all pass).desc
(str): [Read-Write] Desc: A description that level designers can add (shows in the material editor UI).geometry_type
(SpeedTreeGeometryType): [Read-Write] Geometry Type: The type of SpeedTree geometry on which this material will be usedlod_type
(SpeedTreeLODType): [Read-Write] LODType: The type of LOD to usematerial_expression_editor_x
(int32): [Read-Write] Material Expression Editor Xmaterial_expression_editor_y
(int32): [Read-Write] Material Expression Editor Ywind_type
(SpeedTreeWindType): [Read-Write] Wind Type: The type of wind effect used on this tree. This can only go as high as it was in the SpeedTree Modeler, but you can set it to a lower option for lower quality wind and faster rendering.