unreal.InterchangeGenericTexturePipeline

class unreal.InterchangeGenericTexturePipeline(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: InterchangePipelineBase

Interchange Generic Texture Pipeline

C++ Source:

  • Plugin: Interchange

  • Module: InterchangePipelines

  • File: InterchangeGenericTexturePipeline.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_non_power_of_two (bool): [Read-Write] Allow Non Power Of Two: Should the textures that have a non-power of two resolution be imported

  • detect_normal_map_texture (bool): [Read-Write] Detect Normal Map Texture: If enable, after a new import a test will be run to see if the texture is a normal map. If the texture is a normal map the SRG, CompressionSettings and LODGroup settings will be adjusted.

  • file_extensions_to_import_as_long_lat_cubemap (Set[str]): [Read-Write] File Extensions to Import as Long Lat Cubemap: Specify the files type that should be imported as long/lat cubemap

  • flip_normal_map_green_channel (bool): [Read-Write] Flip Normal Map Green Channel: If enabled, the texture’s green channel will be inverted for normal maps.

  • import_textures (bool): [Read-Write] Import Textures: If enabled, imports the texture assets found in the sources.

  • import_udi_ms (bool): [Read-Write] Import UDIMs: If enabled detect if a texture use a UDIM pattern and if so import it as UIDMs.

  • prefer_compressed_source_data (bool): [Read-Write] Prefer Compressed Source Data: If true, tell the translator to provide a compressed source data payload when available. This will generally result in smaller assets, but some operations like the texture build might be slower because the source data will need to be uncompressed. If false, it will let the factory or another step in the pipeline decide what to do.

    Compressed source source data is generally store the data as it is in the source file.

property allow_non_power_of_two: bool

[Read-Write] Allow Non Power Of Two: Should the textures that have a non-power of two resolution be imported

Type:

(bool)

property detect_normal_map_texture: bool

[Read-Write] Detect Normal Map Texture: If enable, after a new import a test will be run to see if the texture is a normal map. If the texture is a normal map the SRG, CompressionSettings and LODGroup settings will be adjusted.

Type:

(bool)

property file_extensions_to_import_as_long_lat_cubemap: Set[str]

[Read-Write] File Extensions to Import as Long Lat Cubemap: Specify the files type that should be imported as long/lat cubemap

Type:

(Set[str])

property flip_normal_map_green_channel: bool

[Read-Write] Flip Normal Map Green Channel: If enabled, the texture’s green channel will be inverted for normal maps.

Type:

(bool)

property import_textures: bool

[Read-Write] Import Textures: If enabled, imports the texture assets found in the sources.

Type:

(bool)

property import_udi_ms: bool

[Read-Write] Import UDIMs: If enabled detect if a texture use a UDIM pattern and if so import it as UIDMs.

Type:

(bool)

property prefer_compressed_source_data: bool

[Read-Write] Prefer Compressed Source Data: If true, tell the translator to provide a compressed source data payload when available. This will generally result in smaller assets, but some operations like the texture build might be slower because the source data will need to be uncompressed. If false, it will let the factory or another step in the pipeline decide what to do.

Compressed source source data is generally store the data as it is in the source file.

Type:

(bool)