unreal.LandscapeTexturePatchAlphaSourceMode¶
- class unreal.LandscapeTexturePatchAlphaSourceMode¶
Bases:
EnumBaseDetermines the alpha mask applied to a patch texture. Alpha is applied in addition to the patch falloff settings
C++ Source:
Plugin: LandscapePatch
Module: LandscapePatch
File: LandscapeTexturePatch.h
- INTERNAL_TEXTURE: LandscapeTexturePatchAlphaSourceMode = Ellipsis¶
The alpha data will be read from an internally-stored UTexture2D. In this mode, the patch can’t be written-to via blueprints, but it avoids storing the extra render target needed for TextureBackedRenderTarget.
- Type:
1
- NONE: LandscapeTexturePatchAlphaSourceMode = Ellipsis¶
The patch texture is not masked by any alpha value
- Type:
0
- SOURCE_TEXTURE_CHANNEL: LandscapeTexturePatchAlphaSourceMode = Ellipsis¶
A color channel of the original source texture will be used as the alpha mask. By default, the alpha channel of the texture is used. The source texture must have data in the defined channel to affect the patch
- Type:
4
- TEXTURE_ASSET: LandscapeTexturePatchAlphaSourceMode = Ellipsis¶
The alpha data will be read from a UTexture asset (which can be a render target). Allows multiple patches to share the same alpha texture.
- Type:
3
- TEXTURE_BACKED_RENDER_TARGET: LandscapeTexturePatchAlphaSourceMode = Ellipsis¶
The patch alpha data will be read from an internally-stored render target, which can be written to via Blueprints and which gets serialized to an internally stored UTexture2D when needed. Uses double the memory of InternalTexture.
- Type:
2