unreal.PhysicalMaterialMask

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

Bases: unreal.Object

Physical material masks are used to map multiple physical materials to a single rendering material

C++ Source:

  • Module: Engine

  • File: PhysicalMaterialMask.h

Editor Properties: (see get_editor_property/set_editor_property)

  • address_x (TextureAddress): [Read-Write] The addressing mode to use for the X axis.

  • address_y (TextureAddress): [Read-Write] The addressing mode to use for the Y axis.

  • asset_import_data (AssetImportData): [Read-Only] Asset Import Data

  • mask_texture (Texture): [Read-Only] Mask input texture, square aspect ratio recommended. Recognized mask colors include: white, black, red, green, yellow, cyan, turquoise, and magenta.

  • uv_channel_index (int32): [Read-Write] StaticMesh UV channel index to use when performing lookups with this mask.

property address_x

[Read-Write] The addressing mode to use for the X axis.

Type

(TextureAddress)

property address_y

[Read-Write] The addressing mode to use for the Y axis.

Type

(TextureAddress)

property mask_texture

white, black, red, green, yellow, cyan, turquoise, and magenta.

Type

(Texture)

Type

[Read-Only] Mask input texture, square aspect ratio recommended. Recognized mask colors include

property uv_channel_index

[Read-Write] StaticMesh UV channel index to use when performing lookups with this mask.

Type

(int32)