unreal.ProceduralFoliageSpawner
¶
- class unreal.ProceduralFoliageSpawner(outer=None, name='None')¶
Bases:
unreal.Object
Procedural Foliage Spawner
C++ Source:
Module: Foliage
File: ProceduralFoliageSpawner.h
Editor Properties: (see get_editor_property/set_editor_property)
foliage_types
(Array(FoliageTypeObject)): [Read-Write] The types of foliage to procedurally spawn.minimum_quad_tree_size
(float): [Read-Write] Minimum size of the quad tree used during the simulation. Reduce if too many instances are in splittable leaf quads (as warned in the log).num_unique_tiles
(int32): [Read-Write] The number of unique tiles to generate. The final simulation is a procedurally determined combination of the various unique tiles.random_seed
(int32): [Read-Write] The seed used for generating the randomness of the simulation.tile_size
(float): [Read-Write] Length of the tile (in cm) along one axis. The total area of the tile will be TileSize*TileSize.
- property minimum_quad_tree_size¶
[Read-Only] Minimum size of the quad tree used during the simulation. Reduce if too many instances are in splittable leaf quads (as warned in the log).
- Type
(float)
- property num_unique_tiles¶
[Read-Only] The number of unique tiles to generate. The final simulation is a procedurally determined combination of the various unique tiles.
- Type
(int32)
- property random_seed¶
[Read-Only] The seed used for generating the randomness of the simulation.
- Type
(int32)