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 groupmaterial_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 parametersingle_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.