unreal.MaterialExpressionParticleSubUV

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

Bases: MaterialExpressionTextureSample

Material Expression Particle Sub UV

C++ Source:

  • Module: Engine

  • File: MaterialExpressionParticleSubUV.h

Editor Properties: (see get_editor_property/set_editor_property)

  • automatic_view_mip_bias (bool): [Read-Write] Automatic View Mip Bias: Whether the texture should be sampled with per view mip biasing for sharper output with Temporal AA.

  • blend (bool): [Read-Write] Blend

  • const_coordinate (uint8): [Read-Write] Const Coordinate: only used if Coordinates is not hooked up

  • const_mip_value (int32): [Read-Write] Const Mip Value: only used if MipValue is not hooked up

  • desc (str): [Read-Write] Desc: A description that level designers can add (shows in the material editor UI).

  • is_default_meshpaint_texture (bool): [Read-Write] Is Default Meshpaint Texture: Is default selected texture when using mesh paint mode texture painting

  • material_expression_editor_x (int32): [Read-Write] Material Expression Editor X

  • material_expression_editor_y (int32): [Read-Write] Material Expression Editor Y

  • mip_value_mode (TextureMipValueMode): [Read-Write] Mip Value Mode: Defines how the MipValue property is applied to the texture lookup

  • sampler_source (SamplerSourceMode): [Read-Write] Sampler Source: Controls where the sampler for this texture lookup will come from. Choose ‘from texture asset’ to make use of the UTexture addressing settings, Otherwise use one of the global samplers, which will not consume a sampler slot. This allows materials to use more than 16 unique textures on SM5 platforms.

  • sampler_type (MaterialSamplerType): [Read-Write] Sampler Type

  • texture (Texture): [Read-Write] Texture