unreal.RuntimeVirtualTextureComponent
¶
- class unreal.RuntimeVirtualTextureComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent
Component 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] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.bounds_align_actor
(Actor): [Read-Write] Actor to align rotation to. If set this actor is always included in the bounds calculation.build_debug_streaming_mips
(bool): [Read-Write] 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] Placeholder for details customization button.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenable_compress_crunch
(bool): [Read-Write] Enable Crunch texture compression for the streaming low mips. Generic ZLib compression is used when Crunch is disabled.enable_scalability
(bool): [Read-Write] Set to true to enable scalability settings for the virtual texture.hidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.hide_primitives
(bool): [Read-Write] 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] If true, the component will be excluded from non-editor buildsmobility
(ComponentMobility): [Read-Write] 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] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] 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] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!scalability_group
(uint32): [Read-Write] Group index of the scalability settings to use for the virtual texture.set_bounds_button
(bool): [Read-Only] Placeholder for details customization button.should_update_physics_volume
(bool): [Read-Write] 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] 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] Number of low mips to serialize and stream for the virtual texture. This can reduce rendering update cost.streaming_texture
(VirtualTextureBuilder): [Read-Write] Texture object containing streamed low mips.use_attach_parent_bound
(bool): [Read-Write] 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 any streaming low mips when rendering in editor. Set true to view and debug the baked streaming low mips.virtual_texture
(RuntimeVirtualTexture): [Read-Write] The virtual texture object to use.visible
(bool): [Read-Write] 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 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] Texture object containing streamed low mips.
- Type
- property virtual_texture¶
[Read-Only] The virtual texture object to use.
- Type