unreal.RuntimeVirtualTextureComponent¶
- class unreal.RuntimeVirtualTextureComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponentComponent used to place a URuntimeVirtualTexture in the world.
C++ Source:
Module: Engine
File: RuntimeVirtualTextureComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location(bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.bounds_align_actor(Actor): [Read-Write] Bounds Align Actor: Actor to align rotation to. If set this actor is always included in the bounds calculation.build_debug_streaming_mips(bool): [Read-Write] Build Debug Streaming Mips: Build the streaming low mips using debug coloring. This can help show where streaming mips are being used.build_streaming_mips_button(bool): [Read-Only] Build Streaming Mips Button: Placeholder for details customization button.can_ever_affect_navigation(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.detail_mode(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classenable_compress_crunch(bool): [Read-Write] Enable Compress Crunch: Enable Crunch texture compression for the streaming low mips. Generic ZLib compression is used when Crunch is disabled.enable_scalability(bool): [Read-Write] Enable Scalability: Set to true to enable scalability settings for the virtual texture.hidden_in_game(bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.hide_primitives(bool): [Read-Write] Hide Primitives: Hide primitives in the main pass. Hidden primitives will be those that draw to this virtual texture with ‘Draw in Main Pass’ set to ‘From Virtual Texture’.is_editor_only(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildsmobility(ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.on_component_activated(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedphysics_volume_changed_delegate(PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *primary_component_tick(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentrelative_location(Vector): [Read-Write] Relative Location: Location of the component relative to its parentrelative_rotation(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_scale3d(Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!scalability_group(uint32): [Read-Write] Scalability Group: Group index of the scalability settings to use for the virtual texture.set_bounds_button(bool): [Read-Only] Set Bounds Button: Placeholder for details customization button.should_update_physics_volume(bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()snap_bounds_to_landscape(bool): [Read-Write] Snap Bounds to Landscape: If the Bounds Align Actor is a Landscape then this will snap the bounds so that virtual texture texels align with landscape vertex positions.stream_low_mips(int32): [Read-Write] Stream Low Mips: Number of streaming low mips to build for the virtual texture.streaming_texture(VirtualTextureBuilder): [Read-Write] Streaming Texture: Texture object containing streamed low mips. This can reduce rendering update cost.use_attach_parent_bound(bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.use_streaming_low_mips_in_editor(bool): [Read-Write] Use Streaming Low Mips in Editor: Use streaming low mips when rendering in editor. Set true to view and debug the baked streaming low mips.virtual_texture(RuntimeVirtualTexture): [Read-Write] Virtual Texture: The virtual texture object to use.visible(bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- property build_debug_streaming_mips¶
[Read-Only] Build Debug Streaming Mips: Build the streaming low mips using debug coloring. This can help show where streaming mips are being used.
- Type
(bool)
- invalidate(world_bounds) None¶
This function marks an area of the runtime virtual texture as dirty.
- Parameters
world_bounds (BoxSphereBounds) – : The world space bounds of the pages to invalidate.
- property streaming_texture¶
[Read-Only] Streaming Texture: Texture object containing streamed low mips. This can reduce rendering update cost.
- Type
- property virtual_texture¶
[Read-Only] Virtual Texture: The virtual texture object to use.
- Type