unreal.PropertyEntry

class unreal.PropertyEntry(property_: MaterialProperty = Ellipsis, use_custom_size: bool = False, custom_size: IntPoint = Ellipsis, use_constant_value: bool = False, constant_value: float = 0.0)

Bases: 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 material

  • custom_size (IntPoint): [Read-Write] Defines the size of the output textures for the baked out material properties

  • property_ (MaterialProperty): [Read-Write] Property which should be baked out

  • use_constant_value (bool): [Read-Write] Wheter or not to use Constant Value as the final ‘baked out’ value for the this property

  • use_custom_size (bool): [Read-Write] Whether or not to use the value of custom size for the output texture

property constant_value: float

[Read-Write] Defines the value representing this property in the final proxy material

Type:

(float)

property custom_size: IntPoint

[Read-Write] Defines the size of the output textures for the baked out material properties

Type:

(IntPoint)

property property_: MaterialProperty

[Read-Write] Property which should be baked out

Type:

(MaterialProperty)

property use_constant_value: bool

[Read-Write] Wheter or not to use Constant Value as the final ‘baked out’ value for the this property

Type:

(bool)

property use_custom_size: bool

[Read-Write] Whether or not to use the value of custom size for the output texture

Type:

(bool)