unreal.MaterialPositionTransformSource¶
- class unreal.MaterialPositionTransformSource¶
Bases:
EnumBaseEMaterial 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