unreal.HairCardGeneratorGroupSettings

class unreal.HairCardGeneratorGroupSettings(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Actual generation settings. Held in TArray, with strand filters applied to determine which settings apply to each strand (See FComposableStrandFilter).

C++ Source:

  • Plugin: HairCardGenerator

  • Module: HairCardGeneratorEditor

  • File: HairCardGeneratorPluginSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • apply_to_card_groups (Set[Name]): [Read-Write] Specify which strands (card group ids) this settings group applies to

  • generate_filename (str): [Read-Only]

  • lod_index (int32): [Read-Only]

  • max_number_of_flyaways (int32): [Read-Write] Maximum number of cards to assign to flyaway strands

  • max_vertical_segments_per_card (int32): [Read-Write] Maximum number of segments along each card (aligned with the strands), ignored for adaptive subdivision

  • number_of_textures_in_atlas (int32): [Read-Write] Number of strand clump textures per atlas

  • parent_name (str): [Read-Write]

  • strand_count (int32): [Read-Only]

  • strand_width_scaling_factor (float): [Read-Write] Scaling factor mapping strand-width to pixel-size for coverage texture

  • target_number_of_cards (int32): [Read-Write] Total number of cards to generate for this settings group

  • target_triangle_count (int32): [Read-Write] Target number of triangles of the final mesh, only for adaptive subdivision

  • use_adaptive_subdivision (bool): [Read-Write] Use adaptive subdivision when generating card geometry

  • use_multi_card_clumps (bool): [Read-Write] Generate multiple cards (3) per strand clump to give the appearance of volume

  • use_optimized_compression_factor (bool): [Read-Write] Compress textures along strand direction to save vertical redolution, if strands are all moving in nearly the same direction

property apply_to_card_groups: None

[Read-Only] Specify which strands (card group ids) this settings group applies to

Type:

(Set[Name])

property generate_filename: str

[Read-Only]

Type:

(str)

property lod_index: int

[Read-Only]

Type:

(int32)

property max_number_of_flyaways: int

[Read-Only] Maximum number of cards to assign to flyaway strands

Type:

(int32)

property max_vertical_segments_per_card: int

[Read-Only] Maximum number of segments along each card (aligned with the strands), ignored for adaptive subdivision

Type:

(int32)

property number_of_textures_in_atlas: int

[Read-Only] Number of strand clump textures per atlas

Type:

(int32)

property parent_name: str

[Read-Only]

Type:

(str)

property strand_count: int

[Read-Only]

Type:

(int32)

property strand_width_scaling_factor: float

[Read-Only] Scaling factor mapping strand-width to pixel-size for coverage texture

Type:

(float)

property target_number_of_cards: int

[Read-Only] Total number of cards to generate for this settings group

Type:

(int32)

property target_triangle_count: int

[Read-Only] Target number of triangles of the final mesh, only for adaptive subdivision

Type:

(int32)

property use_adaptive_subdivision: bool

[Read-Only] Use adaptive subdivision when generating card geometry

Type:

(bool)

property use_multi_card_clumps: bool

[Read-Only] Generate multiple cards (3) per strand clump to give the appearance of volume

Type:

(bool)

property use_optimized_compression_factor: bool

[Read-Only] Compress textures along strand direction to save vertical redolution, if strands are all moving in nearly the same direction

Type:

(bool)