unreal.DynamicMaterialEditorSettings¶
- class unreal.DynamicMaterialEditorSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DeveloperSettingsMaterial Designer Settings
C++ Source:
Plugin: DynamicMaterial
Module: DynamicMaterialEditor
File: DynamicMaterialEditorSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
add_details_panel_button(bool): [Read-Write] If true, a “Create with Material Designer” button will show on properties and material lists. The edit buttons will always appear.automatically_apply_to_source_on_preview_compile(bool): [Read-Write] When the preview material is recompiled, whether to automatically also apply those changes to the source material.automatically_compile_preview_material(bool): [Read-Write] When a structural material change is made, whether to automatically recompile the preview material to show this change.automatically_copy_parameters_to_source_material(bool): [Read-Write] When properties on the preview material are changed, if they are parameter-based then automatically also set those values on the source material (in the world or asset). This value is only used when Live Edit mode is disabled.content_browser_thumbnail(DMContentBrowserThumbnailSettings): [Read-Write]custom_effects_folders(Array[Name]): [Read-Write] * Add paths to search for custom effects. * * Format examples: * - /Game/Some/Path * - /Plugin/Some/Path * * The assets must be in a sub-folder of the base path. The sub-folder * will be used as the category name. * * Asset Examples: * - /Game/Some/Path/UV/Asset.Asset -> Category: UV * - /Plugin/Some/Path/Color/OtherAsset.OtherAsset -> Category: Colorcustom_preview_mesh(StaticMesh): [Read-Write]default_mask(Texture): [Read-Write]default_slot_value_overrides(Map[DMMaterialPropertyType, DMDefaultMaterialPropertySlotValue]): [Read-Write] Overrides the default values given to slots created in the given material property.follow_selection(bool): [Read-Write] Changes the currently active material in the designer following actor/object selection.layout(DMMaterialEditorLayout): [Read-Write]live_edit_mode(DMLiveEditMode): [Read-Write] When enabled, reduces compile options to a single mode called Live Edit.material_channel_presets(Array[DMMaterialChannelListPreset]): [Read-Write]preview_images_use_texture_u_vs(bool): [Read-Write]preview_mesh(DMMaterialPreviewMesh): [Read-Write]preview_splitter_location(float): [Read-Write] Adjusts the vertical size of the material layer view.property_preview_size(float): [Read-Write]show_preview_background(bool): [Read-Write]splitter_location(float): [Read-Write] Adjusts the vertical size of the material layer view.stage_preview_size(float): [Read-Write]thumbnail_size(double): [Read-Write]use_full_channel_names_in_top_slim_layout(bool): [Read-Write]use_linear_color_for_vectors(bool): [Read-Write]uv_visualizer_visible(bool): [Read-Write]
- property add_details_panel_button: bool¶
[Read-Only] If true, a “Create with Material Designer” button will show on properties and material lists. The edit buttons will always appear.
- Type:
(bool)
- property automatically_copy_parameters_to_source_material: bool¶
[Read-Only] When properties on the preview material are changed, if they are parameter-based then automatically also set those values on the source material (in the world or asset). This value is only used when Live Edit mode is disabled.
- Type:
(bool)
- property custom_effects_folders: None¶
[Read-Only] * Add paths to search for custom effects. * * Format examples: * - /Game/Some/Path * - /Plugin/Some/Path * * The assets must be in a sub-folder of the base path. The sub-folder * will be used as the category name. * * Asset Examples: * - /Game/Some/Path/UV/Asset.Asset -> Category: UV * - /Plugin/Some/Path/Color/OtherAsset.OtherAsset -> Category: Color
- property custom_preview_mesh: StaticMesh¶
[Read-Only]
- Type:
- property default_slot_value_overrides: None¶
[Read-Only] Overrides the default values given to slots created in the given material property.
- property follow_selection: bool¶
[Read-Only] Changes the currently active material in the designer following actor/object selection.
- Type:
(bool)
- property layout: DMMaterialEditorLayout¶
[Read-Only]
- Type:
- property live_edit_mode: DMLiveEditMode¶
[Read-Only] When enabled, reduces compile options to a single mode called Live Edit.
- Type:
- property preview_mesh: DMMaterialPreviewMesh¶
[Read-Only]
- Type:
- property preview_splitter_location: float¶
[Read-Only] Adjusts the vertical size of the material layer view.
- Type:
(float)
- should_automatically_apply_to_source_on_preview_compile() bool¶
Should Automatically Apply to Source on Preview Compile
- Return type:
- should_automatically_compile_preview_material() bool¶
Should Automatically Compile Preview Material
- Return type:
- should_automatically_copy_parameters_to_source_material() bool¶
Should Automatically Copy Parameters to Source Material
- Return type: