unreal.DMXPixelMappingPreprocessRenderer
¶
- class unreal.DMXPixelMappingPreprocessRenderer(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Renders the texture that is used to pixel map
C++ Source:
Plugin: DMXPixelMapping
Module: DMXPixelMappingRenderer
File: DMXPixelMappingPreprocessRenderer.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_filter_material_each_downsample_pass
(bool): [Read-Write] If true, the filter material is applied each downsample pass, otherwise only once after the last passblur_distance
(float): [Read-Write] Blur distance applied, only applicable if the filter matierial has a “BlurDistance” parameterblur_distance_paramter_name
(Name): [Read-Write] The blur distance parameter name in the Filter Materialcustom_output_size
(IntPoint): [Read-Write] Size of the rendered texturefilter_material
(MaterialInterface): [Read-Write] Filter material applied to the rendered inputinput_size
(Vector2D): [Read-Write] Size of the input texture (Material and User Widget only)num_down_sample_passes
(int32): [Read-Write] Number of times the pixelmapping input is downsampledoutput_size_mode
(DMXPixelMappingRenderingPreprocessorSizeMode): [Read-Write] Defines how the texture is resized after filteringtexture_parameter_name
(Name): [Read-Write] The texture parameter name in the Filter Material
- property filter_material: MaterialInterface¶
[Read-Only] Filter material applied to the rendered input
- Type: