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] Enabled

  • intermediate (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] Material

  • pass_name (Name): [Read-Write] Pass Name

  • post_process_passes (Array[ComposurePostProcessPassPolicy]): [Read-Write] Post Process Passes

  • render_scale (float): [Read-Write] Render Scale

apply_material_params(mid) None

Apply Material Params

Parameters:

mid (MaterialInstanceDynamic) –

property material: CompositingMaterial

[Read-Write] Material

Type:

(CompositingMaterial)

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.

set_parameter_mapping(texture_param_name, composure_layer_name) bool

Set the parameter mappings between texture parameters and composure layers. Users can not create new entries into the map as the keys are read only. Invalid Texture parameter names will result in a failed setting operation.

Parameters:
  • texture_param_name (Name) – The name of the texture parameter inside the material interface. Used as key.

  • composure_layer_name (Name) – The name of the composure layer the texture parameter is mapped to. Used as value.

Returns:

bool True if set operation is successful.

Return type:

bool