unreal.RuntimeVirtualTexture

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

Bases: unreal.Object

Runtime virtual texture UObject

C++ Source:

  • Module: Engine

  • File: RuntimeVirtualTexture.h

Editor Properties: (see get_editor_property/set_editor_property)

  • adaptive (bool): [Read-Write] Adaptive: Enable sparse adaptive page tables. This supports larger tile counts but adds an indirection cost when sampling the virtual texture. It is recommended only when very large virtual resolutions are necessary.

  • clear_textures (bool): [Read-Write] Clear Textures: Enable clear before rendering a page of the virtual texture. Disabling this can be an optimization if you know that the texture will always be fully covered by rendering.

  • compress_textures (bool): [Read-Write] Compress Textures: Enable storing the virtual texture in GPU supported compression formats. Using uncompressed is only recommended for debugging and quality comparisons.

  • continuous_update (bool): [Read-Write] Continuous Update: Enable continuous update of the virtual texture pages. This round-robin updates already mapped pages and can help fix pages that are mapped before dependent textures are fully streamed in.

  • lod_group (TextureGroup): [Read-Write] LODGroup: Texture group this texture belongs to

  • material_type (RuntimeVirtualTextureMaterialType): [Read-Write] Material Type: Contents of virtual texture.

  • private_space (bool): [Read-Write] Private Space: Enable private page table allocation. This can reduce total page table memory allocation but can also reduce the total number of virtual textures supported.

  • remove_low_mips (int32): [Read-Write] Remove Low Mips: Number of low mips to cut from the virtual texture. This can reduce peak virtual texture update cost but will also increase the probability of mip shimmering.

  • single_physical_space (bool): [Read-Write] Single Physical Space: Enable page table channel packing. This reduces page table memory and update cost but can reduce the ability to share physical memory with other virtual textures.

  • tile_border_size (int32): [Read-Write] Tile Border Size: Page tile border size divided by 2 (Actual values increase in multiples of 2). Higher values trigger a higher anisotropic sampling level.

  • tile_count (int32): [Read-Write] Tile Count: Size of virtual texture in tiles. (Actual values increase in powers of 2). This is applied to the largest axis in world space and the size for any shorter axis is chosen to maintain aspect ratio.

  • tile_size (int32): [Read-Write] Tile Size: Page tile size. (Actual values increase in powers of 2)

  • use_low_quality_compression (bool): [Read-Write] Use Low Quality Compression: Use low quality textures (RGB565/RGB555A1) to replace runtime compression

property compress_textures

[Read-Only] Compress Textures: Enable storing the virtual texture in GPU supported compression formats. Using uncompressed is only recommended for debugging and quality comparisons.

Type

(bool)

get_page_table_size() int32

Public getter for virtual texture page table size. This is only different from GetTileCount() when using an adaptive page table.

Return type

int32

get_size() int32

Public getter for virtual texture size. This is derived from the TileCount and TileSize.

Return type

int32

property lod_group

[Read-Write] LODGroup: Texture group this texture belongs to

Type

(TextureGroup)

property material_type

[Read-Only] Material Type: Contents of virtual texture.

Type

(RuntimeVirtualTextureMaterialType)

property tile_border_size

[Read-Only] Tile Border Size: Page tile border size divided by 2 (Actual values increase in multiples of 2). Higher values trigger a higher anisotropic sampling level.

Type

(int32)

property tile_count

[Read-Only] Tile Count: Size of virtual texture in tiles. (Actual values increase in powers of 2). This is applied to the largest axis in world space and the size for any shorter axis is chosen to maintain aspect ratio.

Type

(int32)

property tile_size

[Read-Only] Tile Size: Page tile size. (Actual values increase in powers of 2)

Type

(int32)

property use_low_quality_compression

[Read-Only] Use Low Quality Compression: Use low quality textures (RGB565/RGB555A1) to replace runtime compression

Type

(bool)