unreal.MaterialExpressionParticleSubUV
¶
- class unreal.MaterialExpressionParticleSubUV(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MaterialExpressionTextureSample
Material Expression Particle Sub UV
C++ Source:
Module: Engine
File: MaterialExpressionParticleSubUV.h
Editor Properties: (see get_editor_property/set_editor_property)
automatic_view_mip_bias
(bool): [Read-Write] Whether the texture should be sampled with per view mip biasing for sharper output with Temporal AA.blend
(bool): [Read-Write]const_coordinate
(uint8): [Read-Write] only used if Coordinates is not hooked upconst_mip_value
(int32): [Read-Write] only used if MipValue is not hooked updesc
(str): [Read-Write] A description that level designers can add (shows in the material editor UI).is_default_meshpaint_texture
(bool): [Read-Write] Is default selected texture when using mesh paint mode texture paintingmaterial_expression_editor_x
(int32): [Read-Write]material_expression_editor_y
(int32): [Read-Write]mip_value_mode
(TextureMipValueMode): [Read-Write] Defines how the MipValue property is applied to the texture lookupsampler_source
(SamplerSourceMode): [Read-Write] Controls where the sampler for this texture lookup will come from. Choose ‘from texture asset’ to make use of the UTexture addressing settings, Otherwise use one of the global samplers, which will not consume a sampler slot. This allows materials to use more than 16 unique textures on SM5 platforms.sampler_type
(MaterialSamplerType): [Read-Write]texture
(Texture): [Read-Write]