unreal.AtmosphericFogComponent

class unreal.AtmosphericFogComponent(outer=None, name='None')

Bases: unreal.SceneComponent

Used to create fogging effects such as clouds.

C++ Source:

  • Module: Engine
  • File: AtmosphericFogComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent
  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent
  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent
  • altitude_scale (float): [Read-Write] Altitude scale (only Z scale).
  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component
  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.
  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation
  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
  • default_brightness (float): [Read-Write] Default light brightness. Used when there is no sunlight placed in the level. Unit is lumens
  • default_light_color (Color): [Read-Write] Default light color. Used when there is no sunlight placed in the level.
  • density_multiplier (float): [Read-Write] Fog density control factor.
  • density_offset (float): [Read-Write] Fog density offset to control opacity [-1.f ~ 1.f].
  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.
  • disable_ground_scattering_value (bool): [Read-Write] Disable Color scattering from ground.
  • disable_sun_disk_value (bool): [Read-Write] Disable Sun Disk rendering.
  • distance_offset (float): [Read-Write] Distance offset, in km (to handle large distance)
  • distance_scale (float): [Read-Write] Distance scale.
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • fog_multiplier (float): [Read-Write] Scattering factor on object.
  • ground_offset (float): [Read-Write] Ground offset.
  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.
  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds
  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset
  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated
  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *
  • precompute_params (AtmospherePrecomputeParameters): [Read-Write] Precompute Params
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • relative_location (Vector): [Read-Write] Location of the component relative to its parent
  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent
  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. GetPhysicsVolume():
  • start_distance (float): [Read-Write] Start Distance.
  • sun_disc_scale (float): [Read-Write] Distance offset, in km (to handle large distance)
  • sun_multiplier (float): [Read-Write] Global scattering factor.
  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
altitude_scale

(float) – [Read-Write] Altitude scale (only Z scale).

default_brightness

(float) – [Read-Only] Default light brightness. Used when there is no sunlight placed in the level. Unit is lumens

default_light_color

(Color) – [Read-Only] Default light color. Used when there is no sunlight placed in the level.

density_multiplier

(float) – [Read-Write] Fog density control factor.

density_offset

(float) – [Read-Write] Fog density offset to control opacity [-1.f ~ 1.f].

disable_ground_scattering(new_ground_scattering) → None

Set DisableGroundScattering

Parameters:new_ground_scattering (bool) –
disable_ground_scattering_value

(bool) – [Read-Only] Disable Color scattering from ground.

disable_sun_disk(new_sun_disk) → None

Set DisableSunDisk

Parameters:new_sun_disk (bool) –
disable_sun_disk_value

(bool) – [Read-Only] Disable Sun Disk rendering.

distance_offset

(float) – [Read-Write] Distance offset, in km (to handle large distance)

distance_scale

(float) – [Read-Write] Distance scale.

fog_multiplier

(float) – [Read-Write] Scattering factor on object.

ground_offset

(float) – [Read-Write] Ground offset.

precompute_params

(AtmospherePrecomputeParameters) – [Read-Only] Precompute Params

set_altitude_scale(new_altitude_scale) → None

Set AltitudeScale

Parameters:new_altitude_scale (float) –
set_default_brightness(new_brightness) → None

Set brightness of the light

Parameters:new_brightness (float) –
set_default_light_color(new_light_color) → None

Set color of the light

Parameters:new_light_color (LinearColor) –
set_density_multiplier(new_density_multiplier) → None

Set DensityMultiplier

Parameters:new_density_multiplier (float) –
set_density_offset(new_density_offset) → None

Set DensityOffset

Parameters:new_density_offset (float) –
set_distance_offset(new_distance_offset) → None

Set DistanceOffset

Parameters:new_distance_offset (float) –
set_distance_scale(new_distance_scale) → None

Set DistanceScale

Parameters:new_distance_scale (float) –
set_fog_multiplier(new_fog_multiplier) → None

Set FogMultiplier

Parameters:new_fog_multiplier (float) –
set_precompute_params(density_height, max_scattering_order, inscatter_altitude_sample_num) → None

Set PrecomputeParams, only valid in Editor mode

Parameters:
  • density_height (float) –
  • max_scattering_order (int32) –
  • inscatter_altitude_sample_num (int32) –
set_start_distance(new_start_distance) → None

Set StartDistance

Parameters:new_start_distance (float) –
set_sun_multiplier(new_sun_multiplier) → None

Set SunMultiplier

Parameters:new_sun_multiplier (float) –
start_distance

(float) – [Read-Write] Start Distance.

start_precompute() → None

Start Precompute

sun_disc_scale

(float) – [Read-Write] Distance offset, in km (to handle large distance)

sun_multiplier

(float) – [Read-Write] Global scattering factor.