unreal.MaterialExpressionRuntimeVirtualTextureSampleParameter

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

Bases: unreal.MaterialExpressionRuntimeVirtualTextureSample

Material Expression Runtime Virtual Texture Sample Parameter

C++ Source:

  • Module: Engine

  • File: MaterialExpressionRuntimeVirtualTextureSampleParameter.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).

  • group (Name): [Read-Write] The name of the parameter Group to display in MaterialInstance Editor. Default is None group

  • 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.

  • parameter_name (Name): [Read-Write] Name to be referenced when we want to find and set this parameter

  • 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.

  • sort_priority (int32): [Read-Write] Controls where the this parameter is displayed in a material instance parameter list. The lower the number the higher up in the parameter list.

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

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