unreal.PropertyEntry
¶
- class unreal.PropertyEntry(property_=MaterialProperty.MP_EMISSIVE_COLOR, use_custom_size=False, custom_size=[0, 0], use_constant_value=False, constant_value=0.0)¶
Bases:
unreal.StructBase
Structure to represent a single property the user wants to bake out for a given set of materials
C++ Source:
Module: MaterialBaking
File: MaterialOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
constant_value
(float): [Read-Write] Defines the value representing this property in the final proxy materialcustom_size
(IntPoint): [Read-Write] Defines the size of the output textures for the baked out material propertiesproperty_
(MaterialProperty): [Read-Write] Property which should be baked outuse_constant_value
(bool): [Read-Write] Wheter or not to use Constant Value as the final ‘baked out’ value for the this propertyuse_custom_size
(bool): [Read-Write] Whether or not to use the value of custom size for the output texture
- property constant_value¶
[Read-Write] Defines the value representing this property in the final proxy material
- Type
(float)
- property custom_size¶
[Read-Write] Defines the size of the output textures for the baked out material properties
- Type
(IntPoint)
- property property_¶
[Read-Write] Property which should be baked out
- Type