unreal.PropertyEntry

class unreal.PropertyEntry(property_=MaterialProperty.MP_EMISSIVE_COLOR, use_custom_size=False, custom_size=[0, 0], use_constant_value=False, constant_value=0.0)

Bases: unreal.StructBase

Structure to represent a single property the user wants to bake out for a given set of materials

C++ Source:

  • Module: MaterialBaking

  • File: MaterialOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • constant_value (float): [Read-Write] Constant Value: Defines the value representing this property in the final proxy material

  • custom_size (IntPoint): [Read-Write] Custom Size: Defines the size of the output textures for the baked out material properties

  • property_ (MaterialProperty): [Read-Write] Property: Property which should be baked out

  • use_constant_value (bool): [Read-Write] Use Constant Value: Wheter or not to use Constant Value as the final ‘baked out’ value for the this property

  • use_custom_size (bool): [Read-Write] Use Custom Size: Whether or not to use the value of custom size for the output texture

property constant_value

[Read-Write] Constant Value: Defines the value representing this property in the final proxy material

Type

(float)

property custom_size

[Read-Write] Custom Size: Defines the size of the output textures for the baked out material properties

Type

(IntPoint)

property property_

[Read-Write] Property: Property which should be baked out

Type

(MaterialProperty)

property use_constant_value

[Read-Write] Use Constant Value: Wheter or not to use Constant Value as the final ‘baked out’ value for the this property

Type

(bool)

property use_custom_size

[Read-Write] Use Custom Size: Whether or not to use the value of custom size for the output texture

Type

(bool)