unreal.PhysicalMaterialMask
¶
- class unreal.PhysicalMaterialMask(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Object
Physical material masks are used to map multiple physical materials to a single rendering material
C++ Source:
Module: Engine
File: PhysicalMaterialMask.h
Editor Properties: (see get_editor_property/set_editor_property)
address_x
(TextureAddress): [Read-Write] Address X: The addressing mode to use for the X axis.address_y
(TextureAddress): [Read-Write] Address Y: The addressing mode to use for the Y axis.asset_import_data
(AssetImportData): [Read-Only] Asset Import Datamask_texture
(Texture): [Read-Only] Mask Texture: Mask input texture, square aspect ratio recommended. Recognized mask colors include: white, black, red, green, yellow, cyan, turquoise, and magenta.uv_channel_index
(int32): [Read-Write] UVChannel Index: StaticMesh UV channel index to use when performing lookups with this mask.
- property address_x: TextureAddress¶
[Read-Write] Address X: The addressing mode to use for the X axis.
- Type:
- property address_y: TextureAddress¶
[Read-Write] Address Y: The addressing mode to use for the Y axis.
- Type: