unreal.InstancedActorsSettings

class unreal.InstancedActorsSettings(override_b_instances_cast_shadows: bool = False, override_max_actor_distance: bool = False, override_b_disable_auto_distance_culling: bool = False, override_max_instance_distances: bool = False, override_lod_distance_scales: bool = False, override_affect_distance_field_lighting: bool = False, override_detailed_representation_lod_distance: bool = False, override_force_low_representation_lod_distance: bool = False, override_world_position_offset_disable_distance: bool = False, override_b_eject_on_actor_moved: bool = False, override_actor_ejection_movement_threshold: bool = False, override_b_can_ever_affect_navigation: bool = False, override_override_world_partition_grid: bool = False, override_scale_entity_count: bool = False, override_actor_class: bool = False, override_b_can_be_damaged: bool = False, override_b_ignore_modifier_volumes: bool = False, override_b_control_physics_state: bool = False, instances_cast_shadows: bool = False, disable_auto_distance_culling: bool = False, control_physics_state: bool = False, can_ever_affect_navigation: bool = False, override_world_partition_grid: Name = 'None', scale_entity_count: float = 0.0, actor_class: Class = Ellipsis, can_be_damaged: bool = False, ignore_modifier_volumes: bool = False)

Bases: TableRowBase

Settings for controlling Instanced Actor behavior. Applied by ‘actor class’ either in groups via ‘named settings’ e.g: “SmallThings”, “Trees” or on a specific class basis.

Named settings are FInstancedActorsSettings registered by name in UInstancedActorsProjectSettings::NamedSettingsRegistryType data registry.

Class-specific settings are FInstancedActorsSettings registered by actor class via FInstancedActorsClassSettingsBase’s in the UInstancedActorsProjectSettings::ActorClassSettingsRegistryType data registry. Named settings can be used as bases here via FInstancedActorsClassSettingsBase::BaseSettings. see: UInstancedActorsProjectSettings for settings registry info.

C++ Source:

  • Plugin: InstancedActors

  • Module: InstancedActors

  • File: InstancedActorsSettingsTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_class (type(Class)): [Read-Write] Wholesale replace this type of entity with this actor instead.

  • actor_ejection_movement_threshold (float): [Read-Write] If bEjectOnActorMoved = true, spawned Actors will have their locations monitored and if moved further than ActorEjectionMovementThreshold from their spawn location, they will be ‘ejected’ from their manager / marked as destroyed and transferred to persistence system.

  • affect_distance_field_lighting (Array[bool]): [Read-Write] If enabled, then asset will be used in distance field lighting

  • applied_settings_overrides (Array[Name]): [Read-Only] Note: Don’t forget to implement overriding for new settings in ApplyOverrides and Stringification in ToString

  • can_be_damaged (bool): [Read-Write] Turn on or off damage.

  • can_ever_affect_navigation (bool): [Read-Write] Can this object ever affect the navigation graph generation for AI etc.

  • control_physics_state (bool): [Read-Write] Fix for PLAY-11011. If false, collision will not be managed by the mass LODs for this instance *

  • detailed_representation_lod_distance (double): [Read-Write] Perform per-entity ‘detailed’ representation LOD calculation up to this distance from a viewer

  • disable_auto_distance_culling (bool): [Read-Write] Disable auto computed distance culling using the bounding box of the static mesh - instance will render upto MaxInstanceDistance

  • eject_on_actor_moved (bool): [Read-Write] If bEjectOnActorMoved = true, spawned Actors will have their locations monitored and if moved further than ActorEjectionMovementThreshold from their spawn location, they will be ‘ejected’ from their manager / marked as destroyed and transferred to persistence system.

  • force_low_representation_lod_distance (double): [Read-Write] Force ‘Low’ representation LOD for all entities further than this distance from a viewer

  • ignore_modifier_volumes (bool): [Read-Write] Completely disable modifier volumes for this type of instance.

  • instances_cast_shadows (bool): [Read-Write] Optional shadow casting override applied to instance ISMC’s if set (shadow casting settings from ActorClass will be used for ISMC’s if unset)

  • lod_distance_scales (Array[float]): [Read-Write] Sets LOD Distance Scale for low quality level, see IA.ViewDistanceQuality

  • max_actor_distance (double): [Read-Write] Distance in cm from player to spawn actors within. Beyond this, Actors will be switched to ISMC instances up to MaxDrawDistance

  • max_instance_distance (double): [Read-Write] Final draw distance for ISMC instances deprecated: Property ‘MaxInstanceDistance’ is deprecated.

  • max_instance_distances (Array[double]): [Read-Write] Scale applied on MaxDrawDistance for low quality level, see IA.ViewDistanceQuality

  • override_actor_class (bool): [Read-Write]

  • override_actor_ejection_movement_threshold (bool): [Read-Write]

  • override_affect_distance_field_lighting (bool): [Read-Write]

  • override_b_can_be_damaged (bool): [Read-Write]

  • override_b_can_ever_affect_navigation (bool): [Read-Write]

  • override_b_control_physics_state (bool): [Read-Write]

  • override_b_disable_auto_distance_culling (bool): [Read-Write]

  • override_b_eject_on_actor_moved (bool): [Read-Write]

  • override_b_ignore_modifier_volumes (bool): [Read-Write]

  • override_b_instances_cast_shadows (bool): [Read-Write] Bitflag per setting to choose if it should override a base setting

  • override_detailed_representation_lod_distance (bool): [Read-Write]

  • override_force_low_representation_lod_distance (bool): [Read-Write]

  • override_lod_distance_scales (bool): [Read-Write]

  • override_max_actor_distance (bool): [Read-Write]

  • override_max_instance_distance (bool): [Read-Write] UE_DEPRECATED(5.4, “Layers Object no longer available.”) deprecated: Property ‘bOverride_MaxInstanceDistance’ is deprecated.

  • override_max_instance_distances (bool): [Read-Write]

  • override_override_world_partition_grid (bool): [Read-Write]

  • override_scale_entity_count (bool): [Read-Write]

  • override_world_partition_grid (Name): [Read-Write] What world partition grid should this instance be placed into.

  • override_world_position_offset_disable_distance (bool): [Read-Write]

  • scale_entity_count (float): [Read-Write] Scale the number of entities spawned. It must be between 0.0 and 1.0, for 0% and 100% respectively.

  • world_position_offset_disable_distance (int32): [Read-Write] Distance in cm from which WPO is disabled

property actor_class: Class

[Read-Write] Wholesale replace this type of entity with this actor instead.

Type:

(type(Class))

property can_be_damaged: bool

[Read-Write] Turn on or off damage.

Type:

(bool)

property can_ever_affect_navigation: bool

[Read-Write] Can this object ever affect the navigation graph generation for AI etc.

Type:

(bool)

property control_physics_state: bool

[Read-Write] Fix for PLAY-11011. If false, collision will not be managed by the mass LODs for this instance *

Type:

(bool)

property disable_auto_distance_culling: bool

[Read-Write] Disable auto computed distance culling using the bounding box of the static mesh - instance will render upto MaxInstanceDistance

Type:

(bool)

property ignore_modifier_volumes: bool

[Read-Write] Completely disable modifier volumes for this type of instance.

Type:

(bool)

property instances_cast_shadows: bool

[Read-Write] Optional shadow casting override applied to instance ISMC’s if set (shadow casting settings from ActorClass will be used for ISMC’s if unset)

Type:

(bool)

property max_instance_distance: float

[Read-Write] Final draw distance for ISMC instances deprecated: Property ‘MaxInstanceDistance’ is deprecated.

Type:

(double)

property override_actor_class: bool

[Read-Write]

Type:

(bool)

property override_actor_ejection_movement_threshold: bool

[Read-Write]

Type:

(bool)

property override_affect_distance_field_lighting: bool

[Read-Write]

Type:

(bool)

property override_b_can_be_damaged: bool

[Read-Write]

Type:

(bool)

property override_b_can_ever_affect_navigation: bool

[Read-Write]

Type:

(bool)

property override_b_control_physics_state: bool

[Read-Write]

Type:

(bool)

property override_b_disable_auto_distance_culling: bool

[Read-Write]

Type:

(bool)

property override_b_eject_on_actor_moved: bool

[Read-Write]

Type:

(bool)

property override_b_ignore_modifier_volumes: bool

[Read-Write]

Type:

(bool)

property override_b_instances_cast_shadows: bool

[Read-Write] Bitflag per setting to choose if it should override a base setting

Type:

(bool)

property override_detailed_representation_lod_distance: bool

[Read-Write]

Type:

(bool)

property override_force_low_representation_lod_distance: bool

[Read-Write]

Type:

(bool)

property override_lod_distance_scales: bool

[Read-Write]

Type:

(bool)

property override_max_actor_distance: bool

[Read-Write]

Type:

(bool)

property override_max_instance_distance: bool

[Read-Write] UE_DEPRECATED(5.4, “Layers Object no longer available.”) deprecated: Property ‘bOverride_MaxInstanceDistance’ is deprecated.

Type:

(bool)

property override_max_instance_distances: bool

[Read-Write]

Type:

(bool)

property override_override_world_partition_grid: bool

[Read-Write]

Type:

(bool)

property override_scale_entity_count: bool

[Read-Write]

Type:

(bool)

property override_world_partition_grid: Name

[Read-Write] What world partition grid should this instance be placed into.

Type:

(Name)

property override_world_position_offset_disable_distance: bool

[Read-Write]

Type:

(bool)

property scale_entity_count: float

[Read-Write] Scale the number of entities spawned. It must be between 0.0 and 1.0, for 0% and 100% respectively.

Type:

(float)