unreal.LandscapeSplineControlPoint

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

Bases: unreal.Object

Landscape Spline Control Point

C++ Source:

  • Module: Landscape
  • File: LandscapeSplineControlPoint.h

Editor Properties: (see get_editor_property/set_editor_property)

  • body_instance (BodyInstance): [Read-Write] Mesh Collision Settings

  • cast_shadow (bool): [Read-Write] Whether the Control Point Mesh should cast a shadow.

  • collision_profile_name (Name): [Read-Write] Name of the collision profile to use for this spline

  • end_falloff (float): [Read-Write] Falloff at the start/end of the spline (if this point is a start or end point, otherwise ignored).

  • hidden_in_game (bool): [Read-Write] Whether to hide the mesh in game

  • layer_name (Name): [Read-Write] Name of blend layer to paint when applying spline to landscape If “none”, no layer is painted

  • ld_max_draw_distance (float): [Read-Write] Max draw distance for the mesh used on this control point

  • location (Vector): [Read-Write] Location in Landscape-space

  • lower_terrain (bool): [Read-Write] If the spline is below the terrain, whether to lower the terrain down to the level of the spline when applying it to the landscape.

  • material_overrides (Array(MaterialInterface)): [Read-Write] Overrides mesh’s materials

  • mesh (StaticMesh): [Read-Write] Mesh to use on the control point

  • mesh_scale (Vector): [Read-Write] Scale of the control point mesh

  • place_spline_meshes_in_streaming_levels (bool): [Read-Write] Whether control point mesh should be placed in landscape proxy streaming level (true) or the spline’s level (false)

  • raise_terrain (bool): [Read-Write] If the spline is above the terrain, whether to raise the terrain up to the level of the spline when applying it to the landscape.

  • rotation (Rotator): [Read-Write] Rotation of tangent vector at this point (in landscape-space)

  • segment_mesh_offset (float): [Read-Write] Vertical offset of the spline segment mesh. Useful for a river’s surface, among other things.

  • side_falloff (float): [Read-Write] Falloff at the sides of the spline at this point.

  • translucency_sort_priority (int32): [Read-Write] Translucent objects with a lower sort priority draw behind objects with a higher priority. Translucent objects with the same priority are rendered from back-to-front based on their bounds origin.

    Ignored if the object is not translucent. The default priority is zero. Warning: This should never be set to a non-default value unless you know what you are doing, as it will prevent the renderer from sorting correctly.

  • width (float): [Read-Write] Width of the spline at this point.

body_instance

(BodyInstance) – [Read-Only] Mesh Collision Settings