unreal.SoftISMComponentDescriptor

class unreal.SoftISMComponentDescriptor

Bases: ISMComponentDescriptorBase

Soft ISMComponent Descriptor

C++ Source:

  • Module: Engine

  • File: ISMComponentDescriptor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • affect_distance_field_lighting (bool): [Read-Write]

  • affect_dynamic_indirect_lighting (bool): [Read-Write]

  • affect_dynamic_indirect_lighting_while_hidden (bool): [Read-Write]

  • body_instance (BodyInstance): [Read-Write]

  • cast_contact_shadow (bool): [Read-Write]

  • cast_dynamic_shadow (bool): [Read-Write]

  • cast_hidden_shadow (bool): [Read-Write]

  • cast_shadow (bool): [Read-Write]

  • cast_shadow_as_two_sided (bool): [Read-Write]

  • cast_static_shadow (bool): [Read-Write]

  • component_class (type(Class)): [Read-Write]

  • consider_for_actor_placement_when_hidden (bool): [Read-Write]

  • custom_depth_stencil_value (int32): [Read-Write]

  • custom_depth_stencil_write_mask (RendererStencilMask): [Read-Write]

  • detail_mode (DetailMode): [Read-Write]

  • emissive_light_source (bool): [Read-Write]

  • enable_density_scaling (bool): [Read-Write]

  • enable_discard_on_load (bool): [Read-Write]

  • evaluate_world_position_offset (bool): [Read-Write]

  • fill_collision_underneath_for_navmesh (bool): [Read-Write]

  • force_navigation_obstacle (bool): [Read-Write]

  • generate_overlap_events (bool): [Read-Write]

  • has_custom_navigable_geometry (HasCustomNavigableGeometry): [Read-Write]

  • hidden_in_game (bool): [Read-Write]

  • hlod_batching_policy (HLODBatchingPolicy): [Read-Write]

  • include_in_hlod (bool): [Read-Write]

  • instance_end_cull_distance (int32): [Read-Write]

  • instance_lod_distance_scale (float): [Read-Write]

  • instance_start_cull_distance (int32): [Read-Write]

  • is_editor_only (bool): [Read-Write]

  • lighting_channels (LightingChannels): [Read-Write]

  • lightmap_type (LightmapType): [Read-Write]

  • mobility (ComponentMobility): [Read-Write]

  • overlay_material (MaterialInterface): [Read-Write]

  • overridden_light_map_res (int32): [Read-Write]

  • override_light_map_res (bool): [Read-Write]

  • override_materials (Array[MaterialInterface]): [Read-Write]

  • override_navigation_export (bool): [Read-Write]

  • ray_tracing_group_culling_priority (RayTracingGroupCullingPriority): [Read-Write]

  • ray_tracing_group_id (int32): [Read-Write]

  • receives_decals (bool): [Read-Write]

  • render_custom_depth (bool): [Read-Write]

  • reverse_culling (bool): [Read-Write]

  • runtime_virtual_textures (Array[RuntimeVirtualTexture]): [Read-Write]

  • shadow_cache_invalidation_behavior (ShadowCacheInvalidationBehavior): [Read-Write]

  • static_mesh (StaticMesh): [Read-Write]

  • translucency_sort_priority (int32): [Read-Write]

  • use_as_occluder (bool): [Read-Write]

  • use_default_collision (bool): [Read-Write]

  • use_gpu_lod_selection (bool): [Read-Write]

  • virtual_texture_cull_mips (int32): [Read-Write]

  • virtual_texture_render_pass_type (RuntimeVirtualTextureMainPassType): [Read-Write]

  • visible (bool): [Read-Write]

  • visible_in_ray_tracing (bool): [Read-Write]

  • world_position_offset_disable_distance (int32): [Read-Write]