unreal.CreateTextureObjectParams
¶
- class unreal.CreateTextureObjectParams¶
Bases:
StructBase
FCreateTextureObjectParams is a collection of input data intended to be passed to UModelingObjectsCreationAPI::CreateTextureObject(). Not all data necessarily needs to be specified, this will depend on the particular implementation. The comments below are representative of how this data structure is used in the Tools and API implementation(s) provided with Unreal Engine, but end-user implementors could abuse these fields as necessary.
The definition of a “texture object” is implementation-specific. In the UE Editor this is generally a UTexture2D
C++ Source:
Plugin: MeshModelingToolset
Module: ModelingComponents
File: ModelingObjectsCreationAPI.h
Editor Properties: (see get_editor_property/set_editor_property)
base_name
(str): [Read-Write] Base Name: The base name of the new mesh objectgenerated_transient_texture
(Texture2D): [Read-Write] Generated Transient Texture: Texture source data. Generally assumed that this is a Texture created in the Transient package that is intended to be saved in a permanent package.store_relative_to_object
(Object): [Read-Write] Store Relative to Object: An object to store the Texture relative to. For example the texture could be stored at the same path.target_world
(World): [Read-Write] Target World: The World/Level the new texture object should be created in (if known). Note that Textures generally do not exist as objects in a Level. However, it may be necessary to store the texture in a path relative to the level (for example if the level is in a Plugin, this would be necessary in-Editor)type_hint_extended
(int32): [Read-Write] Type Hint Extended: An arbitrary integer that can be used to pass data to an API implementation