unreal.PCGRenderTargetData

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

Bases: PCGBaseTextureData

TODO: It’s possible that caching the result in this class is not as efficient as it could be

if we expect to sample in different ways (e.g. channel) in the same render target

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGRenderTargetData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bounds (Box): [Read-Only]

  • center_offset (Vector2D): [Read-Write]

  • color_channel (PCGTextureColorChannel): [Read-Write]

  • density_function (PCGTextureDensityFunction): [Read-Only]

  • height (int32): [Read-Only]

  • keep_zero_density_points (bool): [Read-Write]

  • metadata (PCGMetadata): [Read-Only] Not accessible through blueprint to make sure the constness is preserved

  • render_target (TextureRenderTarget2D): [Read-Only]

  • rotation (float): [Read-Write] Rotation to apply when sampling texture.

  • target_actor (Actor): [Read-Write]

  • texel_size (float): [Read-Write] The size of one texel in cm, used when calling ToPointData.

  • tile_bounds (Box2D): [Read-Write]

  • tiling (Vector2D): [Read-Write]

  • transform (Transform): [Read-Only]

  • use_advanced_tiling (bool): [Read-Write] Whether to tile the source or to stretch it to fit target area.

  • use_tile_bounds (bool): [Read-Write]

  • width (int32): [Read-Only]

initialize(render_target, transform) None

Initialize

Parameters:
property render_target: TextureRenderTarget2D

[Read-Only]

Type:

(TextureRenderTarget2D)