unreal.MaterialExpressionFunctionInput
¶
- class unreal.MaterialExpressionFunctionInput(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
MaterialExpression
Material Expression Function Input
C++ Source:
Module: Engine
File: MaterialExpressionFunctionInput.h
Editor Properties: (see get_editor_property/set_editor_property)
desc
(str): [Read-Write] Desc: A description that level designers can add (shows in the material editor UI).description
(str): [Read-Write] Description: The input’s description, which will be used as a tooltip on the connector in function call expressions that use this function.input_name
(Name): [Read-Write] Input Name: The input’s name, which will be drawn on the connector in function call expressions that use this function.input_type
(FunctionInputType): [Read-Write] Input Type: Type of this input. Input code chunks will be cast to this type, and a compiler error will be emitted if the cast fails.material_expression_editor_x
(int32): [Read-Write] Material Expression Editor Xmaterial_expression_editor_y
(int32): [Read-Write] Material Expression Editor Ypreview_value
(Vector4f): [Read-Write] Preview Value: Value used to preview this input when editing the material function.sort_priority
(int32): [Read-Write] Sort Priority: Controls where the input is displayed relative to the other inputs.use_preview_value_as_default
(bool): [Read-Write] Use Preview Value as Default: Whether to use the preview value or texture as the default value for this input.
- property input_name: Name¶
[Read-Write] Input Name: The input’s name, which will be drawn on the connector in function call expressions that use this function.
- Type:
(Name)
- property input_type: FunctionInputType¶
[Read-Write] Input Type: Type of this input. Input code chunks will be cast to this type, and a compiler error will be emitted if the cast fails.
- Type:
- property preview_value: Vector4f¶
[Read-Write] Preview Value: Value used to preview this input when editing the material function.
- Type:
(Vector4f)