unreal.DMMaterialChannelListPreset¶
- class unreal.DMMaterialChannelListPreset(name: Name = 'None', base_color: bool = False, emissive: bool = False, opacity: bool = False, roughness: bool = False, specular: bool = False, metallic: bool = False, normal: bool = False, pixel_depth_offset: bool = False, world_position_offset: bool = False, ambient_occlusion: bool = False, anisotropy: bool = False, refraction: bool = False, tangent: bool = False, displacement: bool = False, subsurface_color: bool = False, surface_thickness: bool = False, default_blend_mode: BlendMode = Ellipsis, default_shading_model: DMMaterialShadingModel = Ellipsis, default_animated: bool = False, default_two_sided: bool = False)¶
Bases:
StructBaseDMMaterial Channel List Preset
C++ Source:
Plugin: DynamicMaterial
Module: DynamicMaterialEditor
File: DynamicMaterialEditorSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
ambient_occlusion(bool): [Read-Write]anisotropy(bool): [Read-Write]base_color(bool): [Read-Write]default_animated(bool): [Read-Write]default_blend_mode(BlendMode): [Read-Write]default_shading_model(DMMaterialShadingModel): [Read-Write]default_two_sided(bool): [Read-Write]displacement(bool): [Read-Write]emissive(bool): [Read-Write]metallic(bool): [Read-Write]name(Name): [Read-Write]normal(bool): [Read-Write]opacity(bool): [Read-Write]pixel_depth_offset(bool): [Read-Write]refraction(bool): [Read-Write]roughness(bool): [Read-Write]specular(bool): [Read-Write]subsurface_color(bool): [Read-Write]surface_thickness(bool): [Read-Write]tangent(bool): [Read-Write]world_position_offset(bool): [Read-Write]
- property default_shading_model: DMMaterialShadingModel¶
[Read-Only]
- Type: