unreal.MaterialExpressionRuntimeVirtualTextureSample

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

Bases: unreal.MaterialExpression

Material expression for sampling from a runtime virtual texture.

C++ Source:

  • Module: Engine

  • File: MaterialExpressionRuntimeVirtualTextureSample.h

Editor Properties: (see get_editor_property/set_editor_property)

  • adaptive (bool): [Read-Write] Enable sparse adaptive page tables. Note that the bound Virtual Texture should have valid adaptive virtual texture settings for sampling to work correctly.

  • desc (str): [Read-Write] A description that level designers can add (shows in the material editor UI).

  • material_type (RuntimeVirtualTextureMaterialType): [Read-Write] How to interpret the virtual texture contents. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.

  • mip_value_mode (RuntimeVirtualTextureMipValueMode): [Read-Write] Defines how the MipValue property is applied to the virtual texture lookup.

  • single_physical_space (bool): [Read-Write] Enable page table channel packing. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.

  • texture_address_mode (RuntimeVirtualTextureTextureAddressMode): [Read-Write] Defines the texture addressing mode.

  • virtual_texture (RuntimeVirtualTexture): [Read-Write] The virtual texture object to sample.