Function Name | Description | |
---|---|---|
create_landscape | Create A Landscape in Editor. | |
create_landscape_proxy | Create A StreamingProxy in Editor. | |
create_landscape_proxy_with_guid | Create A StreamingProxy in Editor. | |
add_adjacent_landscape_proxy | Add A Neighbor StreamingProxy in specified direction | |
get_landscape_guid | Get the guid from landscape | |
get_landscape_components | Get the Components from landscape | |
set_heightmap_data | Set height data for specified Landscape | |
get_heightmap_data | Get height data for specified Landscape | |
cal_landscape_size | Calculate the Size of Landscape (the size of heightmap data). | |
landscape_get_grass_components | Get the HISM component for drawing GrassType. | |
landscape_flush_grass_components | Flush the grass cache of landscape. | |
landscape_update_grass | Update the grass cache of landscape proxy. |
create_landscape¶
Create A Landscape in Editor.
unreal.PythonLandscapeLib.create_landscape(landscape_transform, section_size, sections_per_component, component_count_x, component_count_y) -> Landscape
Create A Landscape in Editor.
Args:
landscape_transform (Transform): The transform of landscape.
section_size (int32): The Section Size of the landscape. (63, 127, 255 and so on.)
sections_per_component (int32): The Section count of each component. (1 or 2)
component_count_x (int32): Number of components in Axis X
component_count_y (int32): Number of components in Axis Y
Returns:
Landscape: The created Landscape.
create_landscape_proxy¶
Create A StreamingProxy in Editor.
unreal.PythonLandscapeLib.create_landscape_proxy(landscape_transform, section_size, sections_per_component, component_count_x, component_count_y, shared_landscape_actor) -> LandscapeStreamingProxy
Create A StreamingProxy in Editor.
note: Haven't test in UE5 yet.
Args:
landscape_transform (Transform): The transform of landscape.
section_size (int32): The Section Size of the landscape. (63, 127, 255 and so on.)
sections_per_component (int32): The Section count of each component. (1 or 2)
component_count_x (int32): Number of components in Axis X
component_count_y (int32): Number of components in Axis Y
shared_landscape_actor (Landscape): The shared landscape witch share the GUID with the proxy
Returns:
LandscapeStreamingProxy: The created LandscapeStreamingProxy.
create_landscape_proxy_with_guid¶
Create A StreamingProxy in Editor.
unreal.PythonLandscapeLib.create_landscape_proxy_with_guid(landscape_transform, section_size, sections_per_component, component_count_x, component_count_y, guid, quads_space_offset_x=-1, quads_space_offset_y=-1) -> LandscapeStreamingProxy
Create A StreamingProxy in Editor.
note: Haven't test in UE5 yet.
Args:
landscape_transform (Transform): The transform of landscape.
section_size (int32): The Section Size of the landscape. (63, 127, 255 and so on.)
sections_per_component (int32): The Section count of each component. (1 or 2)
component_count_x (int32): Number of components in Axis X
component_count_y (int32): Number of components in Axis Y
guid (Guid): The GUID with the proxy
quads_space_offset_x (int32):
quads_space_offset_y (int32):
Returns:
LandscapeStreamingProxy: The created LandscapeStreamingProxy.
add_adjacent_landscape_proxy¶
Add A Neighbor StreamingProxy in specified direction
unreal.PythonLandscapeLib.add_adjacent_landscape_proxy(world_in, source_landscape, direction) -> LandscapeStreamingProxy
East:0 South:1 West:2 North:3
Args:
world_in (World):
source_landscape (LandscapeProxy):
direction (int32):
Returns:
LandscapeStreamingProxy:
get_landscape_guid¶
Get the guid from landscape
unreal.PythonLandscapeLib.get_landscape_guid(landscape_proxy) -> Guid
Get the guid from landscape
Args:
landscape_proxy (LandscapeProxy): The landscape instance.
Returns:
Guid: The Guid of the landscape.
get_landscape_components¶
Get the Components from landscape
unreal.PythonLandscapeLib.get_landscape_components(landscape_proxy) -> Array[LandscapeComponent]
Get the Components from landscape
Args:
landscape_proxy (LandscapeProxy): The landscape instance.
Returns:
Array[LandscapeComponent]: The Components of the landscape.
set_heightmap_data¶
Set height data for specified Landscape
unreal.PythonLandscapeLib.set_heightmap_data(landscape, height_data) -> bool
Set height data for specified Landscape
Args:
landscape (LandscapeProxy): The target landscape instance.
height_data (Array[int32]): The Height Data for landscape in flatten int list format. (0-65535)
Returns:
bool: Succeeded or not.
get_heightmap_data¶
Get height data for specified Landscape
unreal.PythonLandscapeLib.get_heightmap_data(landscape) -> Array[int32]
Get height data for specified Landscape
Args:
landscape (LandscapeProxy): The landscape instance for query.
Returns:
Array[int32]:
height_data (Array[int32]): The Height Data of the landscape in flatten int list format. (0-65535)
cal_landscape_size¶
Calculate the Size of Landscape (the size of heightmap data).
unreal.PythonLandscapeLib.cal_landscape_size(section_size, sections_per_component, component_count_x, component_count_y) -> (out_size_x=int32, out_size_y=int32)
Calculate the Size of Landscape (the size of heightmap data).
Args:
section_size (int32): The Section Size of the landscape.
sections_per_component (int32): The Section count of each component. (1 or 2)
component_count_x (int32): Number of components in Axis X.
component_count_y (int32): Number of components in Axis Y.
Returns:
tuple:
out_size_x (int32): The size of landscape in Axis X, (ComponentCountX * QuadsPerComponent + 1).
out_size_y (int32): The size of landscape in Axis Y.
landscape_get_grass_components¶
Get the HISM component for drawing GrassType.
unreal.PythonLandscapeLib.landscape_get_grass_components(landscape_proxy) -> Array[HierarchicalInstancedStaticMeshComponent]
Get the HISM component for drawing GrassType.
Args:
landscape_proxy (LandscapeProxy): The landscape owned the GrassTypes.
Returns:
Array[HierarchicalInstancedStaticMeshComponent]:
out_grasses (Array[HierarchicalInstancedStaticMeshComponent]): The HISM component for drawing GrassTypes.
landscape_flush_grass_components¶
Flush the grass cache of landscape.
unreal.PythonLandscapeLib.landscape_flush_grass_components(landscape_proxy, flush_grass_maps=True) -> None
Flush the grass cache of landscape.
Args:
landscape_proxy (LandscapeProxy):
flush_grass_maps (bool): Flush GrassMaps or not.
landscape_update_grass¶
Update the grass cache of landscape proxy.
unreal.PythonLandscapeLib.landscape_update_grass(landscape_proxy, cameras, force_sync) -> None
Update the grass cache of landscape proxy.
note: added in v1.0.9
Args:
landscape_proxy (LandscapeProxy): The landscape owned the GrassTypes.
cameras (Array[Vector]): Cameras to use for culling, if empty, then NO culling
force_sync (bool): if true, block and finish all work
Other Editor Python Libs: