unreal.PVHormoneScaleSettings

class unreal.PVHormoneScaleSettings

Bases: StructBase

PVHormone Scale Settings

C++ Source:

  • Plugin: ProceduralVegetationEditor

  • Module: ProceduralVegetation

  • File: PVDistributionParams.h

Editor Properties: (see get_editor_property/set_editor_property)

  • base_scale (float): [Read-Write] Base uniform scale for placed foliage.

    Sets the base uniform scale applied to each instance before randomness and ramps. Increase to enlarge all instances proportionally.

  • branch_scale_impact (float): [Read-Write] How much branch size affects foliage size.

    0 = scale independent of branch. 1 = larger branches receive larger foliage. Useful for natural species variation.

  • max_scale (float): [Read-Write] Upper clamp for final foliage scale.

    Clamps the final computed scale so it never exceeds this value. Use to cap unusually large instances for visual consistency.

  • min_scale (float): [Read-Write] Lower clamp for final foliage scale.

    Clamps the final computed scale so it never goes below this value. Use to prevent tiny, hard-to-see instances.

  • random_scale_max (float): [Read-Write] Upper bound for per-instance size variation.

  • random_scale_min (float): [Read-Write] Lower bound for per-instance size variation.

  • scale_ramp (PVFloatRamp): [Read-Write] Curve that varies foliage scale along plant height.