unreal.BinkMediaTexture

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

Bases: Texture

Implements a texture asset for rendering video tracks from UBinkMediaPlayer assets.

note: derives directly from UTexture, not from UTexture2D or UTexture2DDynamic

maybe should have been UTexture2DDynamic?

C++ Source:

  • Plugin: BinkMedia

  • Module: BinkMediaPlayer

  • File: BinkMediaTexture.h

Editor Properties: (see get_editor_property/set_editor_property)

  • address_x (TextureAddress): [Read-Write] The addressing mode to use for the X axis.

  • address_y (TextureAddress): [Read-Write] The addressing mode to use for the Y axis.

  • adjust_brightness (float): [Read-Write] Static texture brightness adjustment (scales HSV value.) (Non-destructive; Requires texture source art to be available.)

  • adjust_brightness_curve (float): [Read-Write] Static texture curve adjustment (raises HSV value to the specified power.) (Non-destructive; Requires texture source art to be available.)

  • adjust_hue (float): [Read-Write] Static texture hue adjustment (0 - 360) (offsets HSV hue by value in degrees.) (Non-destructive; Requires texture source art to be available.)

  • adjust_max_alpha (float): [Read-Write] Remaps the alpha to the specified min/max range, defines the new value of 1 (Non-destructive; Requires texture source art to be available.)

  • adjust_min_alpha (float): [Read-Write] Remaps the alpha to the specified min/max range, defines the new value of 0 (Non-destructive; Requires texture source art to be available.)

  • adjust_rgb_curve (float): [Read-Write] Static texture RGB curve adjustment (raises linear-space RGB color to the specified power.) (Non-destructive; Requires texture source art to be available.)

  • adjust_saturation (float): [Read-Write] Static texture saturation adjustment (scales HSV saturation.) (Non-destructive; Requires texture source art to be available.)

  • adjust_vibrance (float): [Read-Write] Static texture “vibrance” adjustment (0 - 1) (HSV saturation algorithm adjustment.) (Non-destructive; Requires texture source art to be available.)

  • alpha (float): [Read-Write] alpha_value is just a constant blend value for entire video frame. 1 (default) opaque, 0 fully transparent.

  • alpha_coverage_thresholds (Vector4): [Read-Write] Alpha values per channel to compare to when preserving alpha coverage. 0 means disable channel. Typical good values in 0.5 - 0.9, not 1.0

  • asset_import_data (AssetImportData): [Read-Only]

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

  • chroma_key_color (Color): [Read-Write] The color that will be replaced with transparent black if chroma keying is enabled

  • chroma_key_texture (bool): [Read-Write] Whether to chroma key the image, replacing any pixels that match ChromaKeyColor with transparent black

  • chroma_key_threshold (float): [Read-Write] The threshold that components have to match for the texel to be considered equal to the ChromaKeyColor when chroma keying (<=, set to 0 to require a perfect exact match)

  • composite_power (float): [Read-Write] default 1, high values result in a stronger effect e.g 1, 2, 4, 8 this is not a slider because the texture update would not be fast enough

  • composite_texture (Texture): [Read-Write]

  • composite_texture_mode (CompositeTextureMode): [Read-Write] defines how the CompositeTexture is applied, e.g. CTM_RoughnessFromNormalAlpha

  • compress_final (bool): [Read-Write] If enabled, compress with Final quality during this Editor session.

  • compression_cache_id (Guid): [Read-Write] Change this optional ID to force the texture to be recompressed by changing its cache key.

  • compression_no_alpha (bool): [Read-Write] If enabled, the texture’s alpha channel will be forced to opaque for any compressed texture output format. Does not apply if output format is uncompressed RGBA.

  • compression_quality (TextureCompressionQuality): [Read-Write] The compression quality for generated ASTC textures (i.e. mobile platform textures).

  • compression_settings (TextureCompressionSettings): [Read-Write] Compression settings to use when building the texture.

  • cook_platform_tiling_settings (TextureCookPlatformTilingSettings): [Read-Write] If the platform supports it, tile the texture when cooking, or keep it linear and tile it when it’s actually submitted to the GPU.

  • decode_srgb (bool): [Read-Write] Enable decoding of sRGB to Linear inside Bink when drawing to this texture. You could use this when rendering to a texture format which doesn’t support sRGB for example.

  • defer_compression (bool): [Read-Write] If enabled, defer compression of the texture until save or manually compressed in the texture editor.

  • do_scale_mips_for_alpha_coverage (bool): [Read-Write] Whether mip RGBA should be scaled to preserve the number of pixels with Value >= AlphaCoverageThresholds. AlphaCoverageThresholds are ignored if this is off.

  • downscale (PerPlatformFloat): [Read-Write] Downscale source texture, applied only to 2d textures without mips 0.0 - use scale value from texture group 1.0 - do not scale texture > 1.0 - scale texure

  • downscale_options (TextureDownscaleOptions): [Read-Write] Texture downscaling options

  • filter (TextureFilter): [Read-Write] The texture filtering mode to use when sampling this texture.

  • flip_green_channel (bool): [Read-Write] When true the texture’s green channel will be inverted. This is useful for some normal maps.

  • global_force_mip_levels_to_be_resident (bool): [Read-Write] Global and serialized version of ForceMiplevelsToBeResident.

  • lod_bias (int32): [Read-Write] A bias to the index of the top mip level to use. That is, number of mip levels to drop when cooking.

  • lod_group (TextureGroup): [Read-Write] Texture group this texture belongs to

  • 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.

  • max_texture_size (int32): [Read-Write] The maximum resolution for generated textures. A value of 0 means the maximum size for the format on each platform.

  • media_player (BinkMediaPlayer): [Read-Write] The MediaPlayer asset to stream video from.

  • mip_gen_settings (TextureMipGenSettings): [Read-Write] Per asset specific setting to define the mip-map generation properties like sharpening and kernel size.

  • mip_load_options (TextureMipLoadOptions): [Read-Write] The texture mip load options.

  • never_stream (bool): [Read-Write]

  • normalize_normals (bool): [Read-Write] Normalize colors in Normal Maps after mip generation for better and sharper quality; recommended on if not required to match legacy behavior.

  • num_cinematic_mip_levels (int32): [Read-Write] Number of mip-levels to use for cinematic quality.

  • oodle_texture_sdk_version (Name): [Read-Write] Oodle Texture SDK Version to encode with. Enter ‘latest’ to update; ‘None’ preserves legacy encoding to avoid patches.

  • output_nits (float): [Read-Write] When tonemapping, set this for to desired output nits capability for the current display. Typically 80 for SDR, or 2000 for HDR.

  • padding_color (Color): [Read-Write] The color used to pad the texture out if it is resized due to PowerOfTwoMode

  • pixel_format (PixelFormat): [Read-Write] The Pixel Format for the texture.

  • power_of_two_mode (TexturePowerOfTwoSetting): [Read-Write] How to pad the texture to a power of 2 size (if necessary)

  • preserve_border (bool): [Read-Write] When true the texture’s border will be preserved during mipmap generation.

  • source_color_settings (TextureSourceColorSettings): [Read-Write] Texture color management settings: source encoding and color space.

  • srgb (bool): [Read-Write] Whether Texture and its source are in SRGB Gamma color space. Can only be used with 8-bit and compressed formats. This should be unchecked if using alpha channels individually as masks.

  • tonemap (bool): [Read-Write] Whether to enable tonemaping for the video.

  • use_legacy_gamma (bool): [Read-Write] A flag for using the simplified legacy gamma space e.g pow(color,1/2.2) for converting from FColor to FLinearColor, if we’re doing sRGB.

  • use_new_mip_filter (bool): [Read-Write] Use faster mip generation filter, usually the same result but occasionally causes color shift in high contrast areas.

  • virtual_texture_streaming (bool): [Read-Write] Is this texture streamed in using VT

property address_x: TextureAddress

[Read-Write] The addressing mode to use for the X axis.

Type:

(TextureAddress)

property address_y: TextureAddress

[Read-Write] The addressing mode to use for the Y axis.

Type:

(TextureAddress)

property alpha: float

[Read-Only] alpha_value is just a constant blend value for entire video frame. 1 (default) opaque, 0 fully transparent.

Type:

(float)

clear() None

Clears this texture to transparent-black.

property decode_srgb: bool

[Read-Only] Enable decoding of sRGB to Linear inside Bink when drawing to this texture. You could use this when rendering to a texture format which doesn’t support sRGB for example.

Type:

(bool)

property media_player: BinkMediaPlayer

[Read-Only] The MediaPlayer asset to stream video from.

Type:

(BinkMediaPlayer)

property output_nits: float

[Read-Only] When tonemapping, set this for to desired output nits capability for the current display. Typically 80 for SDR, or 2000 for HDR.

Type:

(float)

property pixel_format: PixelFormat

[Read-Only] The Pixel Format for the texture.

Type:

(PixelFormat)

set_media_player(media_player) None

Sets the media player asset to be used for this texture.

Parameters:

media_player (BinkMediaPlayer) – The asset to set.

property tonemap: bool

[Read-Only] Whether to enable tonemaping for the video.

Type:

(bool)