unreal.MaterialExpressionTextureSampleParameterSubUV
¶
- class unreal.MaterialExpressionTextureSampleParameterSubUV(outer=None, name='None')¶
Bases:
unreal.MaterialExpressionTextureSampleParameter2D
Material Expression Texture Sample Parameter Sub UV
C++ Source:
Module: Engine
File: MaterialExpressionTextureSampleParameterSubUV.h
Editor Properties: (see get_editor_property/set_editor_property)
automatic_view_mip_bias
(bool): [Read-Write] Whether the texture should be sampled with per view mip biasing for sharper output with Temporal AA.blend
(bool): [Read-Write] Blendchannel_names
(ParameterChannelNames): [Read-Write] Channel Namesconst_coordinate
(uint8): [Read-Write] only used if Coordinates is not hooked upconst_mip_value
(int32): [Read-Write] only used if MipValue is not hooked updesc
(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 groupis_default_meshpaint_texture
(bool): [Read-Write] Is default selected texture when using mesh paint mode texture paintingmip_value_mode
(TextureMipValueMode): [Read-Write] Defines how the MipValue property is applied to the texture lookupparameter_name
(Name): [Read-Write] Parameter Namesampler_source
(SamplerSourceMode): [Read-Write] Controls where the sampler for this texture lookup will come from. Choose ‘from texture asset’ to make use of the UTexture addressing settings, Otherwise use one of the global samplers, which will not consume a sampler slot. This allows materials to use more than 16 unique textures on SM5 platforms.sampler_type
(MaterialSamplerType): [Read-Write] Sampler Typesort_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
(Texture): [Read-Write] Texture