unreal.PVRotateBranchesParams

class unreal.PVRotateBranchesParams

Bases: StructBase

PVRotate Branches Params

C++ Source:

  • Plugin: ProceduralVegetationEditor

  • Module: ProceduralVegetation

  • File: PVRotateBranches.h

Editor Properties: (see get_editor_property/set_editor_property)

  • alternating_rotations (bool): [Read-Write] Alternate rotation direction between successive axillary branches.

    When on, branches alternate +angle, -angle, +angle, -angle as you walk along the parent. Turn off for uniform same-direction twist.

  • branch_gradient_bias (float): [Read-Write] Lerp blend between plant gradient (0) and branch gradient (1).

    0 = use only the plant gradient. 1 = use only the branch gradient. 0.5 = equal mix.

  • branch_gradient_multiplier (PVFloatRamp): [Read-Write] Scales rotation amount based on branch position along its parent.

    X = branch gradient (0 = branch root, 1 = branch tip). Y = rotation multiplier. Use to fade rotation in or out along each branch.

  • gradient_blend_mode (PVGradientBlendMode): [Read-Write] How the plant and branch gradient multipliers combine.

    Multiply / Add / Min / Max / Lerp. Lerp blends them by BranchGradientBias.

  • num_generations (int32): [Read-Write] How many generations from StartGeneration to affect (0 = unlimited).

    0 = all generations from StartGeneration onward. 1 = only the StartGeneration tier. Use to limit the rotation’s depth — e.g. rotate only first-order side branches without touching their children.

  • plant_gradient_multiplier (PVFloatRamp): [Read-Write] Scales rotation amount based on branch position along the whole plant.

    X = plant gradient (0 = root, 1 = tip). Y = rotation multiplier from -1 to 1. Use to reverse rotation direction in different plant zones, or to suppress rotation near the base.

  • random_seed (int32): [Read-Write] Seed for the random rotation offsets.

    Change to get a different random pattern without changing the strength.

  • randomness (float): [Read-Write] Random variation added to each branch’s rotation.

    0 = perfectly uniform rotation. 1 = full random offset. Use to break perfect symmetry and create natural-looking variation.

  • rotation (float): [Read-Write] Base rotation angle applied to each branch in degrees.

    Positive = counter-clockwise around the parent axis (right-hand rule). Negative = clockwise. The actual per-branch rotation may be modified by ramps and randomness.

  • start_generation (int32): [Read-Write] First branch generation to receive the rotation.

    1 = trunk (no-op since the trunk has no parent). 2 = first lateral branches. Higher numbers skip lower-order branches entirely. Use to apply rotation only to twigs or only to main branches.