unreal.MaterialDecalResponse

class unreal.MaterialDecalResponse

Bases: unreal.EnumBase

Defines how the material reacts on DBuffer decals, later we can expose more variants between None and Default.

C++ Source:

  • Module: Engine

  • File: Material.h

MDR_COLOR

Receive Decals, applies color DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.

Type

2

MDR_COLOR_NORMAL

Receive Decals, applies all DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.

Type

3

MDR_COLOR_NORMAL_ROUGHNESS

Receive Decals, applies all DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.

Type

1

MDR_COLOR_ROUGHNESS

Receive Decals, applies all DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.

Type

4

MDR_NONE

Do not receive decals (Later we still can read the DBuffer channels to customize the effect, this frees up some interpolators).

Type

0

MDR_NORMAL

Receive Decals, applies all DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.

Type

5

MDR_NORMAL_ROUGHNESS

Receive Decals, applies all DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.

Type

6

MDR_ROUGHNESS

Receive Decals, applies all DBuffer channels, assumes the decal is non metal and mask the subsurface scattering.

Type

7