unreal.CustomizableObjectNodeGroupProjectorParameter¶
- class unreal.CustomizableObjectNodeGroupProjectorParameter(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CustomizableObjectNodeProjectorParameterCustomizable Object Node Group Projector Parameter
C++ Source:
Plugin: Mutable
Module: CustomizableObjectEditor
File: CustomizableObjectNodeGroupProjectorParameter.h
Editor Properties: (see get_editor_property/set_editor_property)
data_table_texture_column_name(Name): [Read-Write] Name of the column in the Option Images Data Table with the additional option images, (UTexture2D assets).default_value(CustomizableObjectProjector): [Read-Write]drop_projection_texture_at_lod(int32): [Read-Write] Specifies at which LOD level the projection texture will not be used and possibly save memory. A negative value means they will never be dropped.error_msg(str): [Read-Write] Error/Warning descriptionmaterial_channel_name_to_connect(str): [Read-Write] Only used when connected to a Group node. Specifies which material channel in the Group node’s child material nodes will be connected to the projection.option_poses(Array[GroupProjectorParameterPose]): [Read-Write] Poses will only affect component 0 of the CO // TODO UE-206803option_textures(Array[GroupProjectorParameterImage]): [Read-Write]option_textures_data_table(DataTable): [Read-Write] Table where additional option images besides Option Images are read. The elements in this table have priority over elements from Option Images in case of duplicity. Use the “Data Table Texture Column Name” property to specify the name of the column where textures are read in the table.param_ui_metadata(MutableParamUIMetadata): [Read-Write]parameter_name(str): [Read-Write]projection_angle(float): [Read-Write]projection_texture_size(int32): [Read-Write]projector_bone(Name): [Read-Write]reference_skeletal_mesh(SkeletalMesh): [Read-Write] TODO Remove. Only used because poses are the diff from a Reference Skeleton. Once the pose is absolute remove this.reference_skeleton_component(Name): [Read-Write]reference_texture(Texture2D): [Read-Write] Reference Texture used to decide the texture properties of the mutable-generated textures connected to this material. If null, it will try to be guessed at compile time from the graph.uv_layout(int32): [Read-Write]