unreal.CompositingElementMaterialPass
¶
- class unreal.CompositingElementMaterialPass(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
CompositingPostProcessPass
UCompositingElementMaterialPass
C++ Source:
Plugin: Composure
Module: Composure
File: CompositingElementTransforms.h
Editor Properties: (see get_editor_property/set_editor_property)
enabled
(bool): [Read-Write] Enabledintermediate
(bool): [Read-Write] Intermediate: Marks this pass for ‘internal use only’ - prevents it from being exposed to parent elements. When set, render target resources used by this element will be reused. For transforms, all ‘Intermediate’ passes are available to the next transform pass, and released after that.material
(CompositingMaterial): [Read-Write] Materialpass_name
(Name): [Read-Write] Pass Namepost_process_passes
(Array[ComposurePostProcessPassPolicy]): [Read-Write] Post Process Passesrender_scale
(float): [Read-Write] Render Scale
- apply_material_params(mid) None ¶
Apply Material Params
- Parameters:
mid (MaterialInstanceDynamic) –
- property material: CompositingMaterial¶
[Read-Write] Material
- Type:
- set_material_interface(new_material) None ¶
Set the material interface used by current material pass.
- Parameters:
new_material (MaterialInterface) – The new material interface users want to set.