unreal.PhysicalMaterialMask
¶
- class unreal.PhysicalMaterialMask(outer=None, name='None')¶
Bases:
unreal.Object
Physical material masks are used to map multiple physical materials to a single rendering material
C++ Source:
Module: Engine
File: PhysicalMaterialMask.h
Editor Properties: (see get_editor_property/set_editor_property)
address_x
(TextureAddress): [Read-Write] The addressing mode to use for the X axis.address_y
(TextureAddress): [Read-Write] The addressing mode to use for the Y axis.asset_import_data
(AssetImportData): [Read-Only] Asset Import Datamask_texture
(Texture): [Read-Only] Mask input texture, square aspect ratio recommended. Recognized mask colors include: white, black, red, green, yellow, cyan, turquoise, and magenta.uv_channel_index
(int32): [Read-Write] StaticMesh UV channel index to use when performing lookups with this mask.
- property address_x¶
[Read-Write] The addressing mode to use for the X axis.
- Type
- property address_y¶
[Read-Write] The addressing mode to use for the Y axis.
- Type
- property mask_texture¶
white, black, red, green, yellow, cyan, turquoise, and magenta.
- Type
(Texture)
- Type
[Read-Only] Mask input texture, square aspect ratio recommended. Recognized mask colors include
- property uv_channel_index¶
[Read-Write] StaticMesh UV channel index to use when performing lookups with this mask.
- Type
(int32)