unreal.MaterialInterface
¶
- class unreal.MaterialInterface(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Material Interface
C++ Source:
Module: Engine
File: MaterialInterface.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_data
(AssetImportData): [Read-Write] Importing data and options used for this materialasset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the assetlightmass_settings
(LightmassMaterialInterfaceSettings): [Read-Write] The Lightmass settings for this object.neural_profile
(NeuralProfile): [Read-Write] Neural network profile. For internal usage, not editable/visiblepreview_mesh
(SoftObjectPath): [Read-Write] The mesh used by the material editor to preview the material.subsurface_profile
(SubsurfaceProfile): [Read-Write] SubsurfaceProfile, for Screen Space Subsurface Scattering..thumbnail_info
(ThumbnailInfo): [Read-Only] Information for thumbnail rendering
- add_asset_user_data_of_class(user_data_class) bool ¶
Creates and adds an instance of the provided AssetUserData class to the target asset.
- get_asset_user_data_of_class(user_data_class) AssetUserData ¶
Returns an instance of the provided AssetUserData class if it’s contained in the target asset.
- get_base_material() Material ¶
Walks up parent chain and finds the base Material that this is an instance of. Just calls the virtual GetMaterial()
- Return type:
- get_nanite_overide_material() MaterialInterface ¶
Get the associated nanite override material.
- Return type:
- get_parameter_info(association, parameter_name, layer_function) MaterialParameterInfo ¶
Get Parameter Info
- Parameters:
association (MaterialParameterAssociation) –
parameter_name (Name) –
layer_function (MaterialFunctionInterface) –
- Return type:
- get_physical_material() PhysicalMaterial ¶
Return a pointer to the physical material used by this material instance.
- Returns:
The physical material.
- Return type:
- get_physical_material_from_map(index) PhysicalMaterial ¶
Return a pointer to the physical material from mask map at given index.
- Parameters:
index (int32) –
- Returns:
The physical material.
- Return type:
- get_physical_material_mask() PhysicalMaterialMask ¶
Return a pointer to the physical material mask used by this material instance.
- Returns:
The physical material.
- Return type:
- has_asset_user_data_of_class(user_data_class) bool ¶
Checks whether or not an instance of the provided AssetUserData class is contained.
- property neural_profile: NeuralProfile¶
[Read-Only] Neural network profile. For internal usage, not editable/visible
- Type:
- set_force_mip_levels_to_be_resident(override_force_miplevels_to_be_resident, force_miplevels_to_be_resident_value, force_duration, cinematic_texture_groups=0, fast_response=False) None ¶
Force the streaming system to disregard the normal logic for the specified duration and instead always load all mip-levels for all textures used by this material.
- Parameters:
override_force_miplevels_to_be_resident (bool) – Whether to use (true) or ignore (false) the bForceMiplevelsToBeResidentValue parameter.
force_miplevels_to_be_resident_value (bool) – true forces all mips to stream in. false lets other factors decide what to do with the mips.
force_duration (float) – Number of seconds to keep all mip-levels in memory, disregarding the normal priority logic. Negative value turns it off.
cinematic_texture_groups (int32) – Bitfield indicating texture groups that should use extra high-resolution mips
fast_response (bool) – USE WITH EXTREME CAUTION! Fast response textures incur sizable GT overhead and disturb streaming metric calculation. Avoid whenever possible.
- property subsurface_profile: SubsurfaceProfile¶
[Read-Only] SubsurfaceProfile, for Screen Space Subsurface Scattering..
- Type: