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 parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component

  • auto_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 navigation

  • component_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 class

  • enable_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 builds

  • mobility (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 reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • physics_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 Component

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_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

(VirtualTextureBuilder)

property virtual_texture

[Read-Only] The virtual texture object to use.

Type

(RuntimeVirtualTexture)