unreal.PVFoliageDistributorSettings

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

Bases: PVBaseSettings

PVFoliage Distributor Settings

C++ Source:

  • Plugin: ProceduralVegetationEditor

  • Module: ProceduralVegetation

  • File: PVFoliageDistributorSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • break_debugger (bool): [Read-Write] If a debugger is attached, a breakpoint will be triggered in the execution code to enable debugging. Only applies when inspecting a debug object. Transient and Editor-only.

  • category (Text): [Read-Write]

  • chain_mask_distance (float): [Read-Write] Distance from previous foliage to mask out new placement.

    When chaining multiple Foliage Distributors, this prevents the new one from placing too close to existing foliage. 0 = no masking. Higher values create larger clear zones.

  • condition_settings (PVDistributionConditionParams): [Read-Write] Per-condition filters (Light, Scale, UpAlignment, Tip, Health, Height, Generation).

  • debug (bool): [Read-Write]

  • debug_buffer_size (int32): [Read-Write] Size (in number of floats) of the shader debug print buffer.

  • debug_settings (PCGDebugVisualizationSettings): [Read-Write]

  • description (Text): [Read-Write]

  • determinism_settings (PCGDeterminismSettings): [Read-Write]

  • dump_cooked_hlsl (bool): [Read-Write] Dump the cooked HLSL into the log after it is generated.

  • dump_data_descriptions (bool): [Read-Write] Dump the data descriptions of input/output pins to the log.

  • enabled (bool): [Read-Write]

  • execute_on_gpu (bool): [Read-Write] Whether this node should be executed on the GPU.

  • execution_dependency_required (bool): [Read-Write] If enabled, the execution dependency pin will require to be connected for execution (as any other required pin) and will be used for culling.

  • expose_to_library (bool): [Read-Write]

  • hormone_based_settings (PVDistributionHormoneBasedParams): [Read-Write] Hormone-driven distribution rules using the Grower’s growth data.

  • mode (PVDistributionSettingsMode): [Read-Write] Choose between hormone-based or parametric placement.

    Hormone Based: leverages the Grower’s growth data in order to produce more botanically correct and realistic foliage that mirrors the growth simulation. Parametric: gradient and ramp based control for more artistic control with less reliance on botanical properties.

  • only_expose_in_debug_mode (bool): [Read-Write]

  • parametric_settings (PVDistributionParametricParams): [Read-Write] Parametric distribution rules using ramps and gradients.

  • print_shader_debug_values (bool): [Read-Write] Enable use of ‘WriteDebugValue(uint Index, float Value)’ function in your kernel. Allows you to write float values to a buffer for logging on the CPU.

  • profile_kernel_index (int32): [Read-Write] Index of kernel emitted by this node to repeatedly dispatch every frame to enable profiling. Set to -1 to disable profiling. PCG_GPU_KERNEL_PROFILING must be defined in PCG.Build.cs.

  • random_seed (int32): [Read-Write] Random seed for the distributor.

    Independent of the Grower’s RandomSeed. Same seed = identical foliage layout.

  • seed (int32): [Read-Write]

  • trigger_render_capture (bool): [Read-Write] Will trigger a render capture when this node executes and a debug object is selected in the graph editor. Transient and Editor-only. Render captures must be enabled (e.g. -AttachRenderDoc or -AttachPIX).

  • trunk_offset (float): [Read-Write] Offset spawned foliage along the trunk thickness

  • use_seed (bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.

  • vector_settings (PVDistributionVectorParams): [Read-Write] Orientation rules: aim direction, face direction, roll/pitch/yaw.

  • visualization (PVSettingsVisualization): [Read-Write]