unreal.InterchangeDatasmithTexturePipeline

class unreal.InterchangeDatasmithTexturePipeline(outer: Object | None = None, name: Name | str = 'None')

Bases: InterchangeGenericTexturePipeline

Interchange Datasmith Texture Pipeline

C++ Source:

  • Plugin: DatasmithInterchange

  • Module: DatasmithInterchange

  • File: InterchangeDatasmithTexturePipeline.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_non_power_of_two (bool): [Read-Write] Should the textures that have a non-power of two resolution be imported

  • detect_normal_map_texture (bool): [Read-Write] If enable, after a new import a test will be run to see if the texture is a normal map. If the texture is a normal map the SRG, CompressionSettings and LODGroup settings will be adjusted.

  • file_extensions_to_import_as_long_lat_cubemap (Set[str]): [Read-Write] Specify the files type that should be imported as long/lat cubemap

  • flip_normal_map_green_channel (bool): [Read-Write] If enabled, the texture’s green channel will be inverted for normal maps.

  • import_textures (bool): [Read-Write] If enabled, imports the texture assets found in the sources.

  • import_udi_ms (bool): [Read-Write] If enabled detect if a texture use a UDIM pattern and if so import it as UIDMs.

  • prefer_compressed_source_data (bool): [Read-Write] If true, tell the translator to provide a compressed source data payload when available. This will generally result in smaller assets, but some operations like the texture build might be slower because the source data will need to be uncompressed. If false, it will let the factory or another step in the pipeline decide what to do.

    Compressed source source data is generally store the data as it is in the source file.