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 Data

  • mask_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:

(TextureAddress)

property address_y: TextureAddress

[Read-Write] Address Y: The addressing mode to use for the Y axis.

Type:

(TextureAddress)

property mask_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.

Type:

(Texture)

property uv_channel_index: int

[Read-Write] UVChannel Index: StaticMesh UV channel index to use when performing lookups with this mask.

Type:

(int32)