unreal.MaterialExpressionRuntimeVirtualTextureSample¶
- class unreal.MaterialExpressionRuntimeVirtualTextureSample(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
MaterialExpressionMaterial expression for sampling from a runtime virtual texture.
C++ Source:
Module: Engine
File: MaterialExpressionRuntimeVirtualTextureSample.h
Editor Properties: (see get_editor_property/set_editor_property)
adaptive(bool): [Read-Write] Adaptive: Enable sparse adaptive page tables. Note that the bound Virtual Texture should have valid adaptive virtual texture settings for sampling to work correctly.desc(str): [Read-Write] Desc: A description that level designers can add (shows in the material editor UI).material_expression_editor_x(int32): [Read-Write] Material Expression Editor Xmaterial_expression_editor_y(int32): [Read-Write] Material Expression Editor Ymaterial_type(RuntimeVirtualTextureMaterialType): [Read-Write] Material Type: How to interpret the virtual texture contents. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.mip_value_mode(RuntimeVirtualTextureMipValueMode): [Read-Write] Mip Value Mode: Defines how the mip level is calculated for the virtual texture lookup.single_physical_space(bool): [Read-Write] Single Physical Space: Enable page table channel packing. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.texture_address_mode(RuntimeVirtualTextureTextureAddressMode): [Read-Write] Texture Address Mode: Defines the texture addressing mode.virtual_texture(RuntimeVirtualTexture): [Read-Write] Virtual Texture: The virtual texture object to sample.