unreal.WaterBrushManager
¶
- class unreal.WaterBrushManager(outer=None, name='None')¶
Bases:
unreal.WaterLandscapeBrush
Water Brush Manager
C++ Source:
Plugin: Water
Module: WaterEditor
File: WaterBrushManager.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_guid
(Guid): [Read-Only] The GUID for this actor.affect_heightmap
(bool): [Read-Write] Affect Heightmapaffect_weightmap
(bool): [Read-Write] Affect Weightmapaffected_weightmap_layers
(Array(Name)): [Read-Write] Affected Weightmap Layersallow_tick_before_begin_play
(bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.always_relevant
(bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).auto_destroy_when_finished
(bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.auto_receive_input
(AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.block_input
(bool): [Read-Write] If true, all input on the stack below this actor will not be consideredblur_edges_material
(MaterialInterface): [Read-Write] Blur Edges Materialbrush_angle_falloff_material
(MaterialInterface): [Read-Write] Brush materialsbrush_angle_falloff_mid
(MaterialInstanceDynamic): [Read-Write] MIDsbrush_curve_rt_cache
(Map(CurveFloat, WaterBodyBrushCache)): [Read-Only] MIDs Endbrush_width_falloff_material
(MaterialInterface): [Read-Write] Brush Width Falloff Materialbrush_width_falloff_mid
(MaterialInstanceDynamic): [Read-Write] Brush Width Falloff MIDcache
(Map(Actor, Object)): [Read-Only] Cachecan_be_damaged
(bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()can_be_in_cluster
(bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performancecanvas_segment_size
(float): [Read-Write] Canvas Segment Sizecombined_velocity_and_height_rta
(TextureRenderTarget2D): [Read-Only] Combined Velocity and Height RTAcombined_velocity_and_height_rtb
(TextureRenderTarget2D): [Read-Only] Combined Velocity and Height RTBcomposite_water_body_texture_material
(MaterialInterface): [Read-Write] Composite Water Body Texture Materialcomposite_water_body_texture_mid
(MaterialInstanceDynamic): [Read-Write] Composite Water Body Texture MIDcustom_time_dilation
(float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.debug_distance_field_material
(MaterialInterface): [Read-Write] TODO [jonathan.bard] : rename to DebugDistanceFieldMaterial and make it work :debug_distance_field_mid
(MaterialInstanceDynamic): [Read-Write] Debug Distance Field MIDdefault_update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:[/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable
Another subclass could set their default to something different, such as:
[/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming
depth_and_shape_rt
(TextureRenderTarget2D): [Read-Only] Depth and Shape RTdisable_brush_texture_effects
(bool): [Read-Write] Disable Brush Texture Effectsdistance_divisor
(float): [Read-Write] Distance Divisordistance_field_cache_material
(MaterialInterface): [Read-Write] Distance Field Cache Materialdistance_field_cache_mid
(MaterialInstanceDynamic): [Read-Write] Distance Field Cache MIDdraw_canvas_material
(MaterialInterface): [Read-Write] Draw Canvas Materialdraw_canvas_mid
(MaterialInstanceDynamic): [Read-Write] Draw Canvas MIDenable_auto_lod_generation
(bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actorfinalize_velocity_height_material
(MaterialInterface): [Read-Write] Finalize Velocity Height Materialfinalize_velocity_height_mid
(MaterialInstanceDynamic): [Read-Write] Finalize Velocity Height MIDfind_camera_component_when_view_target
(bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.find_edges_material
(MaterialInterface): [Read-Write] Find Edges Materialgenerate_overlap_events_during_level_streaming
(bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreamingheightmap_rta
(TextureRenderTarget2D): [Read-Only] RTsheightmap_rtb
(TextureRenderTarget2D): [Read-Only] Heightmap RTBhidden
(bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()ignores_origin_shifting
(bool): [Read-Write] Whether this actor should not be affected by world origin shifting.initial_life_span
(float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.input_priority
(int32): [Read-Write] The priority of this input component when pushed in to the stack.instigator
(Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.is_editor_only_actor
(bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked buildsisland_falloff_material
(MaterialInterface): [Read-Write] Island Falloff Materialisland_falloff_mid
(MaterialInstanceDynamic): [Read-Write] Island Falloff MIDjump_flood_rta
(TextureRenderTarget2D): [Read-Only] Jump Flood RTAjump_flood_rtb
(TextureRenderTarget2D): [Read-Only] Jump Flood RTBjump_step_material
(MaterialInterface): [Read-Write] Jump Step Materiallandscape_quads
(IntPoint): [Read-Only] Landscape Quadslandscape_rt_ref
(TextureRenderTarget2D): [Read-Only] Landscape RTReflandscape_rt_res
(IntPoint): [Read-Only] Landscape RTReslandscape_transform
(Transform): [Read-Only] Landscape Transformmin_net_update_frequency
(float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequentlynet_cull_distance_squared
(float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.net_dormancy
(NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.net_load_on_client
(bool): [Read-Write] This actor will be loaded on network clients during map loadnet_priority
(float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicatenet_update_frequency
(float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTimenet_use_owner_relevancy
(bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriorityon_actor_begin_overlap
(ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_end_overlap
(ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_hit
(ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.on_begin_cursor_over
(ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.on_clicked
(ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.on_destroyed
(ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.on_end_cursor_over
(ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.on_end_play
(ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.on_input_touch_begin
(ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.on_input_touch_end
(ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.on_input_touch_enter
(ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.on_input_touch_leave
(ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.on_released
(ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.on_take_any_damage
(TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.on_take_point_damage
(TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.on_take_radial_damage
(TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.only_relevant_to_owner
(bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.optimize_bp_component_data
(bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.pivot_offset
(Vector): [Read-Write] Local space pivot offset for the actor, only used in the editorprimary_actor_tick
(ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/ see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()relevant_for_level_bounds
(bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevantrender_river_spline_depth_material
(MaterialInterface): [Read-Write] Render River Spline Depth Materialreplay_rewindable
(bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.replicate_movement
(bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/replicated_movement
(RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocityreplicates
(bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()river_spline_mi_ds
(Array(MaterialInstanceDynamic)): [Read-Write] River Spline MIDsroot_component
(SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehowshow_distance
(bool): [Read-Write] Show Distanceshow_gradient
(bool): [Read-Write] Show Gradientshow_grid
(bool): [Read-Write] Show Gridspawn_collision_handling_method
(SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.spline_mesh_extension
(float): [Read-Write] Spline Mesh Extensionsprite_scale
(float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()
use_dynamic_preview_rt
(bool): [Read-Write] Use Dynamic Preview RTwater_clear_height
(float): [Read-Write] Water Clear Heightwater_depth_and_velocity_rt
(TextureRenderTarget2D): [Read-Only] Water Depth and Velocity RTweightmap_material
(MaterialInterface): [Read-Write] Weightmap Materialweightmap_mid
(MaterialInstanceDynamic): [Read-Write] Weightmap MIDweightmap_rta
(TextureRenderTarget2D): [Read-Only] Weightmap RTAweightmap_rtb
(TextureRenderTarget2D): [Read-Only] Weightmap RTBworld_size
(Vector): [Read-Only] World Size
- property blur_edges_material¶
[Read-Write] Blur Edges Material
- Type
- property brush_angle_falloff_material¶
[Read-Write] Brush materials
- Type
- property brush_angle_falloff_mid¶
[Read-Write] MIDs
- Type
- property brush_curve_rt_cache¶
[Read-Only] MIDs End
- Type
- property brush_width_falloff_material¶
[Read-Write] Brush Width Falloff Material
- Type
- property brush_width_falloff_mid¶
[Read-Write] Brush Width Falloff MID
- Type
- property composite_water_body_texture_material¶
[Read-Write] Composite Water Body Texture Material
- Type
- property composite_water_body_texture_mid¶
[Read-Write] Composite Water Body Texture MID
- Type
- property debug_distance_field_material¶
rename to DebugDistanceFieldMaterial and make it work :
- Type
- Type
[Read-Write] TODO [jonathan.bard]
- property debug_distance_field_mid¶
[Read-Write] Debug Distance Field MID
- Type
- property distance_field_cache_material¶
[Read-Write] Distance Field Cache Material
- Type
- property distance_field_cache_mid¶
[Read-Write] Distance Field Cache MID
- Type
- property draw_canvas_material¶
[Read-Write] Draw Canvas Material
- Type
- property draw_canvas_mid¶
[Read-Write] Draw Canvas MID
- Type
- property finalize_velocity_height_material¶
[Read-Write] Finalize Velocity Height Material
- Type
- property finalize_velocity_height_mid¶
[Read-Write] Finalize Velocity Height MID
- Type
- property find_edges_material¶
[Read-Write] Find Edges Material
- Type
- get_water_cache_key(water_brush) -> (container_object=WaterBodyBrushCacheContainer, value=WaterBodyBrushCache)¶
out
- Parameters
water_brush (Actor) –
- Returns
container_object (WaterBodyBrushCacheContainer):
value (WaterBodyBrushCache):
- Return type
tuple
- property island_falloff_material¶
[Read-Write] Island Falloff Material
- Type
- property island_falloff_mid¶
[Read-Write] Island Falloff MID
- Type
- property jump_step_material¶
[Read-Write] Jump Step Material
- Type
- property render_river_spline_depth_material¶
[Read-Write] Render River Spline Depth Material
- Type
- property river_spline_mi_ds¶
[Read-Write] River Spline MIDs
- Type
- sort_water_bodies_for_brush_render()¶
Sorts the water bodies in the order they should be rendered when rendering the water brush
- property weightmap_material¶
[Read-Write] Weightmap Material
- Type
- property weightmap_mid¶
[Read-Write] Weightmap MID
- Type