unreal.MaterialExpressionRuntimeVirtualTextureSampleParameter

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

Bases: MaterialExpressionRuntimeVirtualTextureSample

Material Expression Runtime Virtual Texture Sample Parameter

C++ Source:

  • Module: Engine

  • File: MaterialExpressionRuntimeVirtualTextureSampleParameter.h

Editor Properties: (see get_editor_property/set_editor_property)

  • adaptive (bool): [Read-Write] Enable sparse adaptive page tables. Note that the bound Virtual Texture should have valid adaptive virtual texture settings for sampling to work correctly.

  • desc (str): [Read-Write] A description that level designers can add (shows in the material editor UI).

  • enable_feedback (bool): [Read-Write] Enable virtual texture feedback. Disabling this can result in the virtual texture not reaching the correct mip level. It should only be used in cases where we don’t care about the correct mip level being resident, or some other process is maintaining the correct level.

  • group (Name): [Read-Write] The name of the parameter Group to display in MaterialInstance Editor. Default is None group

  • material_expression_editor_x (int32): [Read-Write]

  • material_expression_editor_y (int32): [Read-Write]

  • material_type (RuntimeVirtualTextureMaterialType): [Read-Write] How to interpret the virtual texture contents. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.

  • mip_value_mode (RuntimeVirtualTextureMipValueMode): [Read-Write] Defines how the mip level is calculated for the virtual texture lookup.

  • parameter_name (Name): [Read-Write] Name to be referenced when we want to find and set this parameter

  • single_physical_space (bool): [Read-Write] Enable page table channel packing. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.

  • sort_priority (int32): [Read-Write] Controls where the this parameter is displayed in a material instance parameter list. The lower the number the higher up in the parameter list.

  • texture_address_mode (RuntimeVirtualTextureTextureAddressMode): [Read-Write] Defines the texture addressing mode.

  • virtual_texture (RuntimeVirtualTexture): [Read-Write] The virtual texture object to sample.

  • world_position_origin_type (PositionOrigin): [Read-Write] Defines the reference space for the WorldPosition input.