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 used

  • lod_type (SpeedTreeLODType): [Read-Write] LODType: The type of LOD to use

  • material_expression_editor_x (int32): [Read-Write] Material Expression Editor X

  • material_expression_editor_y (int32): [Read-Write] Material Expression Editor Y

  • wind_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.