unreal.RuntimeVirtualTextureComponent

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

Bases: SceneComponent

Component used to place a URuntimeVirtualTexture in the world.

C++ Source:

  • Module: Engine

  • File: RuntimeVirtualTextureComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • bounds_align_actor (Actor): [Read-Write] Bounds Align Actor: Actor to align rotation to. If set this actor is always included in the bounds calculation.

  • build_debug_streaming_mips (bool): [Read-Write] Build Debug Streaming Mips: Build the streaming low mips using debug coloring. This can help show where streaming mips are being used.

  • build_streaming_mips_button (bool): [Read-Only] Build Streaming Mips Button: Placeholder for details customization button.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • detail_mode (DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • enable_scalability (bool): [Read-Write] Enable Scalability: Set to true to enable scalability settings for the virtual texture.

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • hide_primitives (bool): [Read-Write] Hide Primitives: Hide primitives in the main pass. Hidden primitives will be those that draw to this virtual texture with ‘Draw in Main Pass’ set to ‘From Virtual Texture’.

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • lossy_compression_amount (TextureLossyCompressionAmount): [Read-Write] Lossy Compression Amount: How aggressively should any relevant lossy compression be applied. For compressors that support EncodeSpeed (i.e. Oodle), this is only applied if enabled (see Project Settings -> Texture Encoding). Note that this is in addition to any unavoidable loss due to the target format. Selecting “No Lossy Compression” will not result in zero distortion for BCn formats.

  • mobility (ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • scalability_group (uint32): [Read-Write] Scalability Group: Group index of the scalability settings to use for the virtual texture.

  • set_bounds_button (bool): [Read-Only] Set Bounds Button: Placeholder for details customization button.

  • should_update_physics_volume (bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • snap_bounds_to_landscape (bool): [Read-Write] Snap Bounds to Landscape: If the Bounds Align Actor is a Landscape then this will snap the bounds so that virtual texture texels align with landscape vertex positions.

  • stream_low_mips (int32): [Read-Write] Stream Low Mips: Number of streaming low mips to build for the virtual texture.

  • streaming_texture (VirtualTextureBuilder): [Read-Write] Streaming Texture: Texture object containing streamed low mips. This can reduce rendering update cost.

  • use_attach_parent_bound (bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • use_streaming_low_mips_in_editor (bool): [Read-Write] Use Streaming Low Mips in Editor: Use streaming low mips when rendering in editor. Set true to view and debug the baked streaming low mips.

  • virtual_texture (RuntimeVirtualTexture): [Read-Write] Virtual Texture: The virtual texture object to use.

  • visible (bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

property build_debug_streaming_mips: bool

[Read-Only] Build Debug Streaming Mips: Build the streaming low mips using debug coloring. This can help show where streaming mips are being used.

Type:

(bool)

invalidate(world_bounds) None

This function marks an area of the runtime virtual texture as dirty.

Parameters:

world_bounds (BoxSphereBounds) – : The world space bounds of the pages to invalidate.

property lossy_compression_amount: TextureLossyCompressionAmount

[Read-Write] Lossy Compression Amount: How aggressively should any relevant lossy compression be applied. For compressors that support EncodeSpeed (i.e. Oodle), this is only applied if enabled (see Project Settings -> Texture Encoding). Note that this is in addition to any unavoidable loss due to the target format. Selecting “No Lossy Compression” will not result in zero distortion for BCn formats.

Type:

(TextureLossyCompressionAmount)

property streaming_texture: VirtualTextureBuilder

[Read-Only] Streaming Texture: Texture object containing streamed low mips. This can reduce rendering update cost.

Type:

(VirtualTextureBuilder)

property virtual_texture: RuntimeVirtualTexture

[Read-Only] Virtual Texture: The virtual texture object to use.

Type:

(RuntimeVirtualTexture)