unreal.DynamicMaterialModelEditorOnlyData

class unreal.DynamicMaterialModelEditorOnlyData(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Dynamic Material Model Editor Only Data

C++ Source:

  • Plugin: DynamicMaterial

  • Module: DynamicMaterialEditor

  • File: DynamicMaterialModelEditorOnlyData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • ambient_occlusion (DMMaterialProperty): [Read-Write]

  • anisotropy (DMMaterialProperty): [Read-Write]

  • base_color (DMMaterialProperty): [Read-Write]

  • blend_mode (BlendMode): [Read-Write]

  • create_material_package (bool): [Read-Only]

  • custom1 (DMMaterialProperty): [Read-Write]

  • custom2 (DMMaterialProperty): [Read-Write]

  • custom3 (DMMaterialProperty): [Read-Write]

  • custom4 (DMMaterialProperty): [Read-Write]

  • displacement (DMMaterialProperty): [Read-Write]

  • displacement_center (float): [Read-Write] Mid point for displacement in the range 0-1.

  • displacement_magnitude (float): [Read-Write] Multipler for displacement values.

  • domain (MaterialDomain): [Read-Write]

  • emissive_color (DMMaterialProperty): [Read-Write]

  • expressions (Array[MaterialExpression]): [Read-Only]

  • has_pixel_animation (bool): [Read-Write] Whether the opaque material has any pixel animations happening, that isn’t included in the geometric velocities. This allows to disable renderer’s heuristics that assumes animation is fully described with motion vector, such as TSR’s anti-flickering heuristic.

  • material_model (DynamicMaterialModel): [Read-Only]

  • material_stats (MaterialStatistics): [Read-Only]

  • metallic (DMMaterialProperty): [Read-Write]

  • nanite_tessellation_enabled (bool): [Read-Write] Whether tessellation is enabled on the material. NOTE: Required for displacement to work.

  • normal (DMMaterialProperty): [Read-Write]

  • opacity (DMMaterialProperty): [Read-Write]

  • opacity_mask (DMMaterialProperty): [Read-Write]

  • output_translucent_velocity_enabled (bool): [Read-Write] When true, translucent materials will output motion vectors and write to depth buffer in velocity pass.

  • pixel_depth_offset (DMMaterialProperty): [Read-Write]

  • property_slot_map (Map[DMMaterialPropertyType, DMMaterialSlot]): [Read-Only]

  • refraction (DMMaterialProperty): [Read-Write]

  • responsive_aa_enabled (bool): [Read-Write] Indicates that the material should be rendered using responsive anti-aliasing. Improves sharpness of small moving particles such as sparks. Only use for small moving features because it will cause aliasing of the background.

  • roughness (DMMaterialProperty): [Read-Write]

  • shading_model (DMMaterialShadingModel): [Read-Write]

  • slots (Array[DMMaterialSlot]): [Read-Only]

  • specular (DMMaterialProperty): [Read-Write]

  • state (DMState): [Read-Only]

  • subsurface_color (DMMaterialProperty): [Read-Write]

  • surface_thickness (DMMaterialProperty): [Read-Write]

  • tangent (DMMaterialProperty): [Read-Write]

  • two_sided (bool): [Read-Write] Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.

  • world_position_offset (DMMaterialProperty): [Read-Write]

add_slot() DMMaterialSlot

Adds the next available slot. Highly recommended to use AddSlotForMaterialProperty(PropertyType).

Return type:

DMMaterialSlot

add_slot_for_material_property(type) DMMaterialSlot

Add Slot for Material Property

Parameters:

type (DMMaterialPropertyType)

Return type:

DMMaterialSlot

property ambient_occlusion: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property anisotropy: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

assign_material_property_to_slot(property_, slot) None

Assign Material Property to Slot

Parameters:
property b_pixel_animation_flag: bool

‘b_pixel_animation_flag’ was renamed to ‘has_pixel_animation’.

Type:

deprecated

property b_two_sided_flag: bool

‘b_two_sided_flag’ was renamed to ‘two_sided’.

Type:

deprecated

property base_color: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property blend_mode: BlendMode

[Read-Only]

Type:

(BlendMode)

build_material(dirty_assets) None

Build Material

Parameters:

dirty_assets (bool)

property create_material_package: bool

[Read-Only]

Type:

(bool)

property custom1: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property custom2: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property custom3: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property custom4: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property displacement: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property displacement_center: float

[Read-Only] Mid point for displacement in the range 0-1.

Type:

(float)

property displacement_magnitude: float

[Read-Only] Multipler for displacement values.

Type:

(float)

do_build(dirty_assets) None

Do Build

Parameters:

dirty_assets (bool)

property domain: MaterialDomain

[Read-Only]

Type:

(MaterialDomain)

property emissive_color: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property expressions: None

[Read-Only]

Type:

(Array[MaterialExpression])

get_blend_mode() BlendMode

Get Blend Mode

Return type:

BlendMode

get_displacement_center() float

Get Displacement Center

Return type:

float

get_displacement_magnitude() float

Get Displacement Magnitude

Return type:

float

get_domain() MaterialDomain

Get Domain

Return type:

MaterialDomain

get_generated_material() Material

Get Generated Material

Return type:

Material

get_has_pixel_animation() bool

Get Has Pixel Animation

Return type:

bool

get_is_two_sided() bool

Get Is Two Sided

Return type:

bool

get_material_model() DynamicMaterialModel

Get Material Model

Return type:

DynamicMaterialModel

get_material_properties() Map[DMMaterialPropertyType, DMMaterialProperty]

Get Material Properties

Return type:

Map[DMMaterialPropertyType, DMMaterialProperty]

get_material_properties_for_slot(slot) Array[DMMaterialPropertyType]

Get Material Properties for Slot

Parameters:

slot (DMMaterialSlot)

Return type:

Array[DMMaterialPropertyType]

get_material_property(material_property) DMMaterialProperty

Get Material Property

Parameters:

material_property (DMMaterialPropertyType)

Return type:

DMMaterialProperty

get_material_stats() MaterialStatistics

Get Material Stats

Return type:

MaterialStatistics

get_shading_model() DMMaterialShadingModel

Get Shading Model

Return type:

DMMaterialShadingModel

get_slot(index) DMMaterialSlot

Gets slot by index. Highly recommended to use GetSlotForMaterialProperty(PropertyType).

Parameters:

index (int32)

Return type:

DMMaterialSlot

get_slot_for_enabled_material_property(type) DMMaterialSlot

Same as the above method, but will only return the slot if the material property is enabled.

Parameters:

type (DMMaterialPropertyType)

Return type:

DMMaterialSlot

get_slot_for_material_property(type) DMMaterialSlot

Get Slot for Material Property

Parameters:

type (DMMaterialPropertyType)

Return type:

DMMaterialSlot

get_slots() Array[DMMaterialSlot]

Get Slots

Return type:

Array[DMMaterialSlot]

get_state() DMState

Get State

Return type:

DMState

has_build_been_requested() bool

Has Build Been Requested

Return type:

bool

property has_pixel_animation: bool

[Read-Only] Whether the opaque material has any pixel animations happening, that isn’t included in the geometric velocities. This allows to disable renderer’s heuristics that assumes animation is fully described with motion vector, such as TSR’s anti-flickering heuristic.

Type:

(bool)

is_nanite_tessellation_enabled() bool

Is Nanite Tessellation Enabled

Return type:

bool

is_output_translucent_velocity_enabled() bool

Is Output Translucent Velocity Enabled

Return type:

bool

is_pixel_animation_flag_set() bool

deprecated: ‘is_pixel_animation_flag_set’ was renamed to ‘get_has_pixel_animation’.

is_responsive_aa_enabled() bool

Is Responsive AAEnabled

Return type:

bool

is_two_sided_flag_set() bool

deprecated: ‘is_two_sided_flag_set’ was renamed to ‘get_is_two_sided’.

property material_model: DynamicMaterialModel

[Read-Only]

Type:

(DynamicMaterialModel)

property material_stats: MaterialStatistics

[Read-Only]

Type:

(MaterialStatistics)

property metallic: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property nanite_tessellation_enabled: bool

Required for displacement to work.

Type:

(bool)

Type:

[Read-Only] Whether tessellation is enabled on the material. NOTE

property normal: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property opacity: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property opacity_mask: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

open_material_editor() None

Open Material Editor

property output_translucent_velocity_enabled: bool

[Read-Only] When true, translucent materials will output motion vectors and write to depth buffer in velocity pass.

Type:

(bool)

property pixel_depth_offset: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property property_slot_map: None

[Read-Only]

Type:

(Map[DMMaterialPropertyType, DMMaterialSlot])

property refraction: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

remove_slot(index) DMMaterialSlot

Removes the next slot by index. Highly recommended to use RemoveSlotForMaterialProperty(PropertyType).

Parameters:

index (int32)

Return type:

DMMaterialSlot

remove_slot_for_material_property(type) DMMaterialSlot

Remove Slot for Material Property

Parameters:

type (DMMaterialPropertyType)

Return type:

DMMaterialSlot

request_material_build(request_type=DMBuildRequestType.PREVIEW) None

Called when the model needs to have the material rebuild.

Parameters:

request_type (DMBuildRequestType)

property responsive_aa_enabled: bool

[Read-Only] Indicates that the material should be rendered using responsive anti-aliasing. Improves sharpness of small moving particles such as sparks. Only use for small moving features because it will cause aliasing of the background.

Type:

(bool)

property roughness: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

set_blend_mode(blend_mode) None

Set Blend Mode

Parameters:

blend_mode (BlendMode)

set_channel_list_preset(preset_name) None

Set Channel List Preset

Parameters:

preset_name (Name)

set_displacement_center(center) None

Set Displacement Center

Parameters:

center (float)

set_displacement_magnitude(magnitude) None

Set Displacement Magnitude

Parameters:

magnitude (float)

set_domain(domain) None

Set Domain

Parameters:

domain (MaterialDomain)

set_has_pixel_animation(has_animation) None

Set Has Pixel Animation

Parameters:

has_animation (bool)

set_is_two_sided(enabled) None

Set Is Two Sided

Parameters:

enabled (bool)

set_nanite_tessellation_enabled(enabled) None

Set Nanite Tessellation Enabled

Parameters:

enabled (bool)

set_output_translucent_velocity_enabled(enabled) None

Set Output Translucent Velocity Enabled

Parameters:

enabled (bool)

set_pixel_animation_flag(has_animation: bool) None

deprecated: ‘set_pixel_animation_flag’ was renamed to ‘set_has_pixel_animation’.

set_responsive_aa_enabled(enabled) None

Set Responsive AAEnabled

Parameters:

enabled (bool)

set_shading_model(shading_model) None

Set Shading Model

Parameters:

shading_model (DMMaterialShadingModel)

set_two_sided_flag(enabled: bool) None

deprecated: ‘set_two_sided_flag’ was renamed to ‘set_is_two_sided’.

property shading_model: DMMaterialShadingModel

[Read-Only]

Type:

(DMMaterialShadingModel)

property slots: None

[Read-Only]

Type:

(Array[DMMaterialSlot])

property specular: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property state: DMState

[Read-Only]

Type:

(DMState)

property subsurface_color: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property surface_thickness: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property tangent: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)

property two_sided: bool

[Read-Only] Indicates that the material should be rendered without backface culling and the normal should be flipped for backfaces.

Type:

(bool)

unassign_material_property(property_) None

Unassign Material Property

Parameters:

property (DMMaterialPropertyType)

property world_position_offset: DMMaterialProperty

[Read-Only]

Type:

(DMMaterialProperty)