unreal.DynamicMaterialInstance¶
- class unreal.DynamicMaterialInstance(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MaterialInstanceDynamicA Material Designer Material with its own integrated Material Designer Model that generates the base Material.
C++ Source:
Plugin: DynamicMaterial
Module: DynamicMaterial
File: DynamicMaterialInstance.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_data(AssetImportData): [Read-Write] Importing data and options used for this materialasset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the assetbase_property_overrides(MaterialInstanceBasePropertyOverrides): [Read-Write]blendable_location_override(BlendableLocation): [Read-Write]blendable_priority_override(int32): [Read-Write]double_vector_parameter_values(Array[DoubleVectorParameterValue]): [Read-Write] DoubleVector parameters.editor_only_data(MaterialInterfaceEditorOnlyData): [Read-Only]font_parameter_values(Array[FontParameterValue]): [Read-Write] Font parameters.lightmass_settings(LightmassMaterialInterfaceSettings): [Read-Write] The Lightmass settings for this object.material_model_base(DynamicMaterialModelBase): [Read-Only]nanite_override_material(MaterialOverrideNanite): [Read-Write] An override material which will be used instead of this one when rendering with Nanite.neural_profile(NeuralProfile): [Read-Write] Neural network profile. For internal usage, not editable/visibleoverride_blendable_location(bool): [Read-Write] For post process materials, use BlendableLocationOverride.override_blendable_priority(bool): [Read-Write] For post process materials, use BlendablePriorityOverride.override_specular_profile(bool): [Read-Write] Defines if SpecularProfile from this instance is used or it uses the parent one.override_subsurface_profile(bool): [Read-Write] Defines if SubsurfaceProfile from this instance is used or it uses the parent one.parameter_collection_parameter_values(Array[ParameterCollectionParameterValue]): [Read-Write] Texture Collection parameters.parent(MaterialInterface): [Read-Write] Parent material.phys_material(PhysicalMaterial): [Read-Write] Physical material to use for this graphics material. Used for sounds, effects etc.physical_material_map(PhysicalMaterial): [Read-Write] Physical material map used with physical material mask, when it exists.preview_mesh(SoftObjectPath): [Read-Write] The mesh used by the material editor to preview the material.runtime_virtual_texture_parameter_values(Array[RuntimeVirtualTextureParameterValue]): [Read-Write] RuntimeVirtualTexture parameters.scalar_parameter_values(Array[ScalarParameterValue]): [Read-Write] Scalar parameters.sparse_volume_texture_parameter_values(Array[SparseVolumeTextureParameterValue]): [Read-Write] Sparse Volume Texture parameters.subsurface_profile(SubsurfaceProfile): [Read-Write] SubsurfaceProfile, for Screen Space Subsurface Scattering..texture_collection_parameter_values(Array[TextureCollectionParameterValue]): [Read-Write] Texture Collection parameters.texture_parameter_values(Array[TextureParameterValue]): [Read-Write] Texture parameters.thumbnail_info(ThumbnailInfo): [Read-Only] Information for thumbnail renderinguser_scene_texture_overrides(Array[UserSceneTextureOverride]): [Read-Write] User scene texture overrides. Applies to post process domain materials only.vector_parameter_values(Array[VectorParameterValue]): [Read-Write] Vector parameters.
- get_material_model() DynamicMaterialModel¶
Resolves the base Material Model used with this Instance and returns it.
- Return type:
- get_material_model_base() DynamicMaterialModelBase¶
Returns the Material Model associated with this Material Designer Material.
- Return type:
- property material_model: DynamicMaterialModelBase¶
‘material_model’ was renamed to ‘material_model_base’.
- Type:
deprecated
- property material_model_base: DynamicMaterialModelBase¶
[Read-Only]
- Type: