unreal.PCGVisualizationTexture2D¶
- class unreal.PCGVisualizationTexture2D(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
TextureUTexture implementation for visualizing UPCGBaseTextureData in the data viewport. This is necessary because some texture data do not have their own UTexture, so one needs to be created in order to override the texture parameter for the debug vis material.
C++ Source:
Plugin: PCG
Module: PCGEditor
File: PCGVisualizationTexture2D.h
Editor Properties: (see get_editor_property/set_editor_property)
adjust_brightness(float): [Read-Write] Static texture brightness adjustment (scales HSV value.) (Non-destructive; Requires texture source art to be available.)adjust_brightness_curve(float): [Read-Write] Static texture curve adjustment (raises HSV value to the specified power.) (Non-destructive; Requires texture source art to be available.)adjust_hue(float): [Read-Write] Static texture hue adjustment (0 - 360) (offsets HSV hue by value in degrees.) (Non-destructive; Requires texture source art to be available.)adjust_max_alpha(float): [Read-Write] Remaps the alpha to the specified min/max range, defines the new value of 1 (Non-destructive; Requires texture source art to be available.)adjust_min_alpha(float): [Read-Write] Remaps the alpha to the specified min/max range, defines the new value of 0 (Non-destructive; Requires texture source art to be available.)adjust_rgb_curve(float): [Read-Write] Static texture RGB curve adjustment (raises linear-space RGB color to the specified power.) (Non-destructive; Requires texture source art to be available.)adjust_saturation(float): [Read-Write] Static texture saturation adjustment (scales HSV saturation.) (Non-destructive; Requires texture source art to be available.)adjust_vibrance(float): [Read-Write] Static texture “vibrance” adjustment (0 - 1) (HSV saturation algorithm adjustment.) (Non-destructive; Requires texture source art to be available.)alpha_coverage_thresholds(Vector4): [Read-Write] Alpha values per channel to compare to when preserving alpha coverage. 0 means disable channel. Typical good values in 0.5 - 0.9, not 1.0asset_import_data(AssetImportData): [Read-Only]asset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the assetavailability(TextureAvailability): [Read-Write] Whether the texture will be encoded to a gpu format and uploaded to the graphics card, or kept on the CPU for access by gamecode / blueprint. For CPU availability, the texture will still upload a tiny black texture as a placeholder. Only applies to 2d textures.chroma_key_color(Color): [Read-Write] The color that will be replaced with transparent black if chroma keying is enabledchroma_key_texture(bool): [Read-Write] Whether to chroma key the image, replacing any pixels that match ChromaKeyColor with transparent blackchroma_key_threshold(float): [Read-Write] The threshold that components have to match for the texel to be considered equal to the ChromaKeyColor when chroma keying (<=, set to 0 to require a perfect exact match)composite_power(float): [Read-Write] default 1, high values result in a stronger effect e.g 1, 2, 4, 8 this is not a slider because the texture update would not be fast enoughcomposite_texture(Texture): [Read-Write]composite_texture_mode(CompositeTextureMode): [Read-Write] defines how the CompositeTexture is applied, e.g. CTM_RoughnessFromNormalAlphacompress_final(bool): [Read-Write] If enabled, compress with Final quality during this Editor session.compression_cache_id(Guid): [Read-Write] Change this optional ID to force the texture to be recompressed by changing its cache key.compression_no_alpha(bool): [Read-Write] If enabled, the texture’s alpha channel will be forced to opaque for any compressed texture output format. Does not apply if output format is uncompressed RGBA.compression_quality(TextureCompressionQuality): [Read-Write] The compression quality for generated ASTC textures (i.e. mobile platform textures).compression_settings(TextureCompressionSettings): [Read-Write] Compression settings to use when building the texture.cook_platform_tiling_settings(TextureCookPlatformTilingSettings): [Read-Write] If the platform supports it, tile the texture when cooking, or keep it linear and tile it when it’s actually submitted to the GPU.defer_compression(bool): [Read-Write] If enabled, defer compression of the texture until save or manually compressed in the texture editor.do_scale_mips_for_alpha_coverage(bool): [Read-Write] Whether mip RGBA should be scaled to preserve the number of pixels with Value >= AlphaCoverageThresholds. AlphaCoverageThresholds are ignored if this is off.downscale(PerPlatformFloat): [Read-Write] Downscale source texture, applied only to 2d textures without mips < 1.0 - use scale value from texture group 1.0 - do not scale texture > 1.0 - scale texuredownscale_options(TextureDownscaleOptions): [Read-Write] Texture downscaling optionsfilter(TextureFilter): [Read-Write] The texture filtering mode to use when sampling this texture.flip_green_channel(bool): [Read-Write] When true the texture’s green channel will be inverted. This is useful for some normal maps.global_force_mip_levels_to_be_resident(bool): [Read-Write] Global and serialized version of ForceMiplevelsToBeResident.lod_bias(int32): [Read-Write] A bias to the index of the top mip level to use. That is, number of mip levels to drop when cooking.lod_group(TextureGroup): [Read-Write] Texture group this texture belongs tolossy_compression_amount(TextureLossyCompressionAmount): [Read-Write] How aggressively should any relevant lossy compression be applied. For compressors that support EncodeSpeed (i.e. Oodle), this is onlyapplied if enabled (see Project Settings -> Texture Encoding). Note that this is in addition to any unavoidable loss due to the target format - selecting “No Lossy Compression” will not result in zero distortion for BCn formats.
max_texture_size(int32): [Read-Write] The maximum resolution for generated textures. A value of 0 means the maximum size for the format on each platform.mip_gen_settings(TextureMipGenSettings): [Read-Write] Per asset specific setting to define the mip-map generation properties like sharpening and kernel size.mip_load_options(TextureMipLoadOptions): [Read-Write] The texture mip load options.never_stream(bool): [Read-Write]normalize_normals(bool): [Read-Write] Normalize colors in Normal Maps after mip generation for better and sharper quality; recommended on if not required to match legacy behavior.num_cinematic_mip_levels(int32): [Read-Write] Number of mip-levels to use for cinematic quality.oodle_preserve_extremes(bool): [Read-Write] If set to true, then Oodle encoder preserves 0 and 255 (0.0 and 1.0) values exactly in alpha channel for BC3/BC7 and in all channels for BC4/BC5.oodle_texture_sdk_version(Name): [Read-Write] Oodle Texture SDK Version to encode with. Enter ‘latest’ to update; ‘None’ preserves legacy encoding to avoid patches.pad_with_border_color(bool): [Read-Write] If set to true, texture padding will be performed using colors of the border pixels. This can be used to improve quality of the generated mipmaps for padded textures.padding_color(Color): [Read-Write] The color used to pad the texture out if it is padded due to PowerOfTwoModepower_of_two_mode(TexturePowerOfTwoSetting): [Read-Write] How to pad the texture to a power of 2 size (if necessary)preserve_border(bool): [Read-Write] When true the texture’s border will be preserved during mipmap generation.resize_during_build_x(int32): [Read-Write] Width of the resized texture when using “Resize To Specific Resolution” padding and resizing option. If set to zero, original width will be used.resize_during_build_y(int32): [Read-Write] Width of the resized texture when using “Resize To Specific Resolution” padding and resizing option. If set to zero, original height will be used.source_color_settings(TextureSourceColorSettings): [Read-Write] Texture color management settings: source encoding and color space.srgb(bool): [Read-Write] Whether Texture and its source are in SRGB Gamma color space. Can only be used with 8-bit and compressed formats. This should be unchecked if using alpha channels individually as masks.use_legacy_gamma(bool): [Read-Write] A flag for using the simplified legacy gamma space e.g pow(color,1/2.2) for converting from FColor to FLinearColor, if we’re doing sRGB.use_new_mip_filter(bool): [Read-Write] Disable for legacy compatibility. New and changed textures should set this to use modern improved image processing.use_virtual_texture_streaming_priority(bool): [Read-Write] Override the virtual texture streaming priority set on this texture by the texture LOD group.virtual_texture_prefetch_mips(uint8): [Read-Write] The number of mips that a virtual texture can stream using the traditional CPU texture streaming system. In most cases this should be 0 because the virtual texture GPU feedback is sufficient and will minimize memory usage. But CPU prefetching can be used in some cases to avoid late appearance of mips.virtual_texture_streaming(bool): [Read-Write] Is this texture streamed in using VTvirtual_texture_streaming_priority(VTProducerPriority): [Read-Write] Priority to use when using virtual texture streaming for this texture.