unreal.PVFaceVectorSettings

class unreal.PVFaceVectorSettings

Bases: StructBase

PVFace Vector Settings

C++ Source:

  • Plugin: ProceduralVegetationEditor

  • Module: ProceduralVegetation

  • File: PVDistributionParams.h

Editor Properties: (see get_editor_property/set_editor_property)

  • affect_tip (bool): [Read-Write] Apply this face vector to the branch tip too.

  • blend_attribute (PVAimVectorBlendAttribute): [Read-Write] What attribute drives the blend ramp.

    Picks gradient that drives the ramp’s X axis (plant gradient, branch gradient, world-up dot, etc.).

  • dual_vectors (bool): [Read-Write] Blend between two face vectors using the ramp.

    When enabled, exposes Vector1/Vector2 configuration. When disabled, only Vector2 is used and the previous entry output represents Vector1.

  • vector1 (PVFaceVectorType): [Read-Write] Face vector type for the blend’s start.

    Choose from Apical, Branch, AxisFlatten, AxisAim, LightOptimal, LightAvoid.

  • vector1_axis (Vector3f): [Read-Write] Custom axis vector for AxisFlatten / AxisAim modes.

  • vector1_strength (float): [Read-Write] How strongly this vector contributes to the final face direction.

    0 = ignored. 1 = full influence. Combine with the ramp to vary strength along the plant.

  • vector2 (PVFaceVectorType): [Read-Write] Face vector type for the blend’s end.

    Choose from Apical, Branch, AxisFlatten, AxisAim, LightOptimal, LightAvoid.

  • vector2_axis (Vector3f): [Read-Write] Custom axis vector for AxisFlatten / AxisAim modes.

  • vector2_strength (float): [Read-Write] How strongly this vector contributes to the final face direction.

    0 = ignored. 1 = full influence. Combine with the ramp to vary strength along the plant.

  • vector_ramp (PVFloatRamp): [Read-Write] Curve that blends from Vector1 (at ramp 0) to Vector2 (at ramp 1).