unreal.LandscapeTexturePatchTextureTransform¶
- class unreal.LandscapeTexturePatchTextureTransform(use_world_space_scale: bool = False, use_world_position_sampling: bool = False, scale: Vector2D = Ellipsis, rotation: float = 0.0, offset: Vector2D = Ellipsis)¶
Bases:
StructBaseLandscape Texture Patch Texture Transform
C++ Source:
Plugin: LandscapePatch
Module: LandscapePatch
File: LandscapeTexturePatch.h
Editor Properties: (see get_editor_property/set_editor_property)
offset(Vector2D): [Read-Write] Offset applied to the sampled texture. By default, offset is in UV space [0, 1]. When bUseWorldPositionSampling is enabled, offset is in world units.rotation(float): [Read-Write] Rotation in degrees applied to the texture’s UV.scale(Vector2D): [Read-Write] Scale applied to the texture’s UV. By default, scaling is applied in local UV space. Relative scale 2.0 = texture is twice as large as original size. When World Space Scale is enabled, scale 1000 = tile texture every 10 meters.use_world_position_sampling(bool): [Read-Write] By default, texture UVs are centered at the patch’s min bounds. Moving the patch does not change texture sampling. When enabled, UVs are anchored in world space at the world origin. Moving the patch’s world position changes where the texture is sampled.use_world_space_scale(bool): [Read-Write] When enabled, texture UVs are scaled using world-space units (1000 = tile texture every 10 meters). If disabled, scaling is applied in local UV space.
- property offset: Vector2D¶
[Read-Write] Offset applied to the sampled texture. By default, offset is in UV space [0, 1]. When bUseWorldPositionSampling is enabled, offset is in world units.
- Type:
(Vector2D)
- property rotation: float¶
[Read-Write] Rotation in degrees applied to the texture’s UV.
- Type:
(float)
- property scale: Vector2D¶
[Read-Write] Scale applied to the texture’s UV. By default, scaling is applied in local UV space. Relative scale 2.0 = texture is twice as large as original size. When World Space Scale is enabled, scale 1000 = tile texture every 10 meters.
- Type:
(Vector2D)
- property use_world_position_sampling: bool¶
[Read-Write] By default, texture UVs are centered at the patch’s min bounds. Moving the patch does not change texture sampling. When enabled, UVs are anchored in world space at the world origin. Moving the patch’s world position changes where the texture is sampled.
- Type:
(bool)