unreal.RuntimeVirtualTextureComponent

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

Bases: SceneComponent

Component used to place a URuntimeVirtualTexture in the world.

C++ Source:

  • Module: Engine

  • File: RuntimeVirtualTextureComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • bounds_align_actor (Actor): [Read-Write] Actor to align rotation to. If set this actor is always included in the bounds calculation.

  • build_debug_streaming_mips (bool): [Read-Write] Build the streaming low mips using debug coloring. This can help show where streaming mips are being used.

  • build_streaming_mips_button (bool): [Read-Only] Placeholder for details customization button.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • enable_scalability (bool): [Read-Write] Set to true to enable scalability settings for the virtual texture.

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • hide_primitives (bool): [Read-Write] Hide primitives in the main pass. Hidden primitives will be those that draw to this virtual texture with ‘Draw in Main Pass’ set to ‘From Virtual Texture’.

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • lossy_compression_amount (TextureLossyCompressionAmount): [Read-Write] How aggressively should any relevant lossy compression be applied. For compressors that support EncodeSpeed (i.e. Oodle), this is only applied if enabled (see Project Settings -> Texture Encoding). Note that this is in addition to any unavoidable loss due to the target format. Selecting “No Lossy Compression” will not result in zero distortion for BCn formats.

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • scalability_group (uint32): [Read-Write] Group index of the scalability settings to use for the virtual texture.

  • set_bounds_button (bool): [Read-Only] Placeholder for details customization button.

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • snap_bounds_to_landscape (bool): [Read-Write] If the Bounds Align Actor is a Landscape then this will snap the bounds so that virtual texture texels align with landscape vertex positions.

  • stream_low_mips (int32): [Read-Write] Number of streaming low mips to build for the virtual texture.

  • streaming_texture (VirtualTextureBuilder): [Read-Write] Texture object containing streamed low mips. This can reduce rendering update cost.

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • use_streaming_low_mips_in_editor (bool): [Read-Write] Use streaming low mips when rendering in editor. Set true to view and debug the baked streaming low mips.

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

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

property build_debug_streaming_mips: bool

[Read-Only] Build the streaming low mips using debug coloring. This can help show where streaming mips are being used.

Type:

(bool)

invalidate(world_bounds) None

This function marks an area of the runtime virtual texture as dirty.

Parameters:

world_bounds (BoxSphereBounds) – : The world space bounds of the pages to invalidate.

property lossy_compression_amount: TextureLossyCompressionAmount

[Read-Write] How aggressively should any relevant lossy compression be applied. For compressors that support EncodeSpeed (i.e. Oodle), this is only applied if enabled (see Project Settings -> Texture Encoding). Note that this is in addition to any unavoidable loss due to the target format. Selecting “No Lossy Compression” will not result in zero distortion for BCn formats.

Type:

(TextureLossyCompressionAmount)

property streaming_texture: VirtualTextureBuilder

[Read-Only] Texture object containing streamed low mips. This can reduce rendering update cost.

Type:

(VirtualTextureBuilder)

property virtual_texture: RuntimeVirtualTexture

[Read-Only] The virtual texture object to use.

Type:

(RuntimeVirtualTexture)