unreal.MaterialPositionTransformSource

class unreal.MaterialPositionTransformSource

Bases: EnumBase

EMaterial Position Transform Source

C++ Source:

  • Module: Engine

  • File: MaterialExpressionTransformPosition.h

TRANSFORMPOSSOURCE_CAMERA: MaterialPositionTransformSource

Camera space

Type:

5

TRANSFORMPOSSOURCE_INSTANCE: MaterialPositionTransformSource

Instance space (used to provide per instance transform, i.e. for Instanced Static Mesh / Particles).

Type:

7

TRANSFORMPOSSOURCE_LOCAL: MaterialPositionTransformSource

Local space

Type:

0

TRANSFORMPOSSOURCE_PERIODIC_WORLD: MaterialPositionTransformSource

Like absolute world space, but the world origin is moved to the center of the tile the camera is in. Logically similar to fmod(CameraAbsoluteWorldPosition, TileSize) + CameraRelativeWorldPosition. This offers better precision and scalability than absolute world position. Suitable as a position input for functions that tile based on world position, e.g. frac(Position / TileSize). Works best when the tile size is a power of two.

Type:

2

TRANSFORMPOSSOURCE_TRANSLATED_WORLD: MaterialPositionTransformSource

Translated world space, i.e. world space rotation and scale but with a position relative to the camera

Type:

3

TRANSFORMPOSSOURCE_VIEW: MaterialPositionTransformSource

View space (differs from camera space in the shadow passes)

Type:

4

TRANSFORMPOSSOURCE_WORLD: MaterialPositionTransformSource

Absolute world space

Type:

1