unreal.PCGSampleTextureSettings¶
- class unreal.PCGSampleTextureSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsSamples color of texture at each point.
C++ Source:
Plugin: PCG
Module: PCG
File: PCGSampleTexture.h
Editor Properties: (see get_editor_property/set_editor_property)
break_debugger(bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.category(Text): [Read-Write]debug(bool): [Read-Write]debug_settings(PCGDebugVisualizationSettings): [Read-Write]description(Text): [Read-Write]determinism_settings(PCGDeterminismSettings): [Read-Write]enabled(bool): [Read-Write]expose_to_library(bool): [Read-Write]seed(int32): [Read-Write]texture_mapping_method(PCGTextureMappingMethod): [Read-Write] Whether to treat the sample positions as being in 0-1 UV space. If method is Planar then the coordinates will be transformed according to the texture settings.tiling_mode(PCGTextureAddressMode): [Read-Write] Overrides the texture’s tiling to wrap or clamp its UVs.use_seed(bool): [Read-Only] By default, settings won’t use a seed. Set this bool to true in the child ctor to allow edition and use it.uv_coordinates_attribute(PCGAttributePropertyInputSelector): [Read-Write] The attribute that provides sample positions for sampling the texture.
- property texture_mapping_method: PCGTextureMappingMethod¶
[Read-Write] Whether to treat the sample positions as being in 0-1 UV space. If method is Planar then the coordinates will be transformed according to the texture settings.
- Type:
- property tiling_mode: PCGTextureAddressMode¶
[Read-Write] Overrides the texture’s tiling to wrap or clamp its UVs.
- Type:
- property uv_coordinates_attribute: PCGAttributePropertyInputSelector¶
[Read-Write] The attribute that provides sample positions for sampling the texture.