unreal.MaterialExpressionRuntimeVirtualTextureSampleParameter¶
- class unreal.MaterialExpressionRuntimeVirtualTextureSampleParameter(outer=None, name='None')¶
Bases:
unreal.MaterialExpressionRuntimeVirtualTextureSampleMaterial Expression Runtime Virtual Texture Sample Parameter
C++ Source:
Module: Engine
File: MaterialExpressionRuntimeVirtualTextureSampleParameter.h
Editor Properties: (see get_editor_property/set_editor_property)
adaptive(bool): [Read-Write] 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] A description that level designers can add (shows in the material editor UI).group(Name): [Read-Write] The name of the parameter Group to display in MaterialInstance Editor. Default is None groupmaterial_type(RuntimeVirtualTextureMaterialType): [Read-Write] 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] Defines how the MipValue property is applied to the virtual texture lookup.parameter_name(Name): [Read-Write] Name to be referenced when we want to find and set this parametersingle_physical_space(bool): [Read-Write] Enable page table channel packing. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.sort_priority(int32): [Read-Write] Controls where the this parameter is displayed in a material instance parameter list. The lower the number the higher up in the parameter list.texture_address_mode(RuntimeVirtualTextureTextureAddressMode): [Read-Write] Defines the texture addressing mode.virtual_texture(RuntimeVirtualTexture): [Read-Write] The virtual texture object to sample.