unreal.PCGTextureSamplerSettings

class unreal.PCGTextureSamplerSettings(outer: Object | None = None, name: Name | str = 'None')

Bases: PCGSettings

PCGTexture Sampler Settings

C++ Source:

  • Plugin: PCG

  • Module: PCG

  • File: PCGTextureSampler.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]

  • center_offset (Vector2D): [Read-Write]

  • color_channel (PCGTextureColorChannel): [Read-Write]

  • debug (bool): [Read-Write]

  • debug_buffer_size (int32): [Read-Write] Size (in number of floats) of the shader debug print buffer.

  • debug_settings (PCGDebugVisualizationSettings): [Read-Write]

  • density_function (PCGTextureDensityFunction): [Read-Write] deprecated: Property ‘DensityFunction’ is deprecated.

  • description (Text): [Read-Write]

  • determinism_settings (PCGDeterminismSettings): [Read-Write]

  • dump_cooked_hlsl (bool): [Read-Write] Dump the cooked HLSL into the log after it is generated.

  • dump_data_descriptions (bool): [Read-Write] Dump the data descriptions of input/output pins to the log.

  • enabled (bool): [Read-Write]

  • execute_on_gpu (bool): [Read-Write] Whether this node should be executed on the GPU.

  • expose_to_library (bool): [Read-Write]

  • filter (PCGTextureFilter): [Read-Write] Method used to determine the value for a sample based on the value of nearby texels.

  • force_editor_only_cpu_sampling (bool): [Read-Write] Even if the texture is not set to CPU-available, it can still be accessed from CPU memory under certain conditions (sRGB disabled, no mipmaps, and non-compressed format). Reading from CPU memory will be faster and more accurate than reading from GPU memory, since the texture will not be subject to compression or resolution clamping. Enable this flag to force a duplicate of the texture with the correct settings for CPU memory access. This is editor-only.

  • print_shader_debug_values (bool): [Read-Write] Enable use of ‘WriteDebugValue(uint Index, float Value)’ function in your kernel. Allows you to write float values to a buffer for logging on the CPU.

  • rotation (float): [Read-Write] Rotation to apply when sampling texture.

  • seed (int32): [Read-Write]

  • synchronous_load (bool): [Read-Write] By default, texture loading is asynchronous, can force it synchronous if needed.

  • texel_size (float): [Read-Write] The size of one texel in cm, used when calling ToPointData.

  • texture (Texture): [Read-Write] Texture specific parameters

  • texture_array_index (int32): [Read-Write] Index of texture array slice. Only used when built with editor and if the type of Texture is UTexture2DArray.

  • tile_bounds_max (Vector2D): [Read-Write]

  • tile_bounds_min (Vector2D): [Read-Write]

  • tiling (Vector2D): [Read-Write]

  • transform (Transform): [Read-Write] Surface transform

  • use_absolute_transform (bool): [Read-Write]

  • use_advanced_tiling (bool): [Read-Write] Whether to tile the source or to stretch it to fit target area.

  • use_density_source_channel (bool): [Read-Write]

  • use_seed (bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.

  • use_tile_bounds (bool): [Read-Write]

property center_offset: Vector2D

[Read-Write]

Type:

(Vector2D)

property color_channel: PCGTextureColorChannel

[Read-Write]

Type:

(PCGTextureColorChannel)

property density_function: PCGTextureDensityFunction

[Read-Write] deprecated: Property ‘DensityFunction’ is deprecated.

Type:

(PCGTextureDensityFunction)

property filter: PCGTextureFilter

[Read-Write] Method used to determine the value for a sample based on the value of nearby texels.

Type:

(PCGTextureFilter)

property force_editor_only_cpu_sampling: bool

[Read-Write] Even if the texture is not set to CPU-available, it can still be accessed from CPU memory under certain conditions (sRGB disabled, no mipmaps, and non-compressed format). Reading from CPU memory will be faster and more accurate than reading from GPU memory, since the texture will not be subject to compression or resolution clamping. Enable this flag to force a duplicate of the texture with the correct settings for CPU memory access. This is editor-only.

Type:

(bool)

property rotation: float

[Read-Write] Rotation to apply when sampling texture.

Type:

(float)

property synchronous_load: bool

[Read-Write] By default, texture loading is asynchronous, can force it synchronous if needed.

Type:

(bool)

property texel_size: float

[Read-Write] The size of one texel in cm, used when calling ToPointData.

Type:

(float)

property texture: Texture

[Read-Write] Texture specific parameters

Type:

(Texture)

property texture_array_index: int

[Read-Write] Index of texture array slice. Only used when built with editor and if the type of Texture is UTexture2DArray.

Type:

(int32)

property tile_bounds_max: Vector2D

[Read-Write]

Type:

(Vector2D)

property tile_bounds_min: Vector2D

[Read-Write]

Type:

(Vector2D)

property tiling: Vector2D

[Read-Write]

Type:

(Vector2D)

property transform: Transform

[Read-Write] Surface transform

Type:

(Transform)

property use_absolute_transform: bool

[Read-Write]

Type:

(bool)

property use_advanced_tiling: bool

[Read-Write] Whether to tile the source or to stretch it to fit target area.

Type:

(bool)

property use_density_source_channel: bool

[Read-Write]

Type:

(bool)

property use_tile_bounds: bool

[Read-Write]

Type:

(bool)