unreal.PVVisualizationSettings¶
- class unreal.PVVisualizationSettings¶
Bases:
StructBasePVVisualization Settings
C++ Source:
Plugin: ProceduralVegetationEditor
Module: ProceduralVegetation
File: PVData.h
Editor Properties: (see get_editor_property/set_editor_property)
anchor_points_scale(float): [Read-Write]attribute_to_filter(Name): [Read-Write]color(Color): [Read-Write]custom_group_to_filter(Name): [Read-Write]custom_pivot_position_attribute_name(Name): [Read-Write]custom_pivot_scale_attribute_name(Name): [Read-Write]debug_type(PVDebugType): [Read-Write]depth_priority_group(SceneDepthPriorityGroup): [Read-Write]draw_point_as_mesh(bool): [Read-Write]draw_sphere_as_mesh(bool): [Read-Write]gizmo_scale(float): [Read-Write]randomize_colors(bool): [Read-Write]show(bool): [Read-Write]show_anchor_points(bool): [Read-Write]text_offset(Vector3f): [Read-Write]text_scale(float): [Read-Write]use_pivot_as_position(bool): [Read-Write] If true, then the AttributeToFilter will be used as point scale and the CustomPivotPositionAttributeName will be used for the point position. If false then AttributeToFilter is used for position and pivot attribute is ignored.visualization_mode(PVDebugValueVisualizationMode): [Read-Write]