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)

simulate(num_steps=- 1)None

Simulate

Parameters

num_steps (int32) –

property tile_size

[Read-Only] Length of the tile (in cm) along one axis. The total area of the tile will be TileSize*TileSize.

Type

(float)