unreal.Texture2D
¶
- class unreal.Texture2D(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
Texture
Texture 2D
C++ Source:
Module: Engine
File: Texture2D.h
Editor Properties: (see get_editor_property/set_editor_property)
address_x
(TextureAddress): [Read-Write] Address X: The addressing mode to use for the X axis.address_y
(TextureAddress): [Read-Write] Address Y: The addressing mode to use for the Y axis.adjust_brightness
(float): [Read-Write] Adjust Brightness: Static texture brightness adjustment (scales HSV value.) (Non-destructive; Requires texture source art to be available.)adjust_brightness_curve
(float): [Read-Write] Adjust Brightness Curve: Static texture curve adjustment (raises HSV value to the specified power.) (Non-destructive; Requires texture source art to be available.)adjust_hue
(float): [Read-Write] Adjust Hue: Static texture hue adjustment (0 - 360) (offsets HSV hue by value in degrees.) (Non-destructive; Requires texture source art to be available.)adjust_max_alpha
(float): [Read-Write] Adjust Max Alpha: Remaps the alpha to the specified min/max range, defines the new value of 1 (Non-destructive; Requires texture source art to be available.)adjust_min_alpha
(float): [Read-Write] Adjust Min Alpha: Remaps the alpha to the specified min/max range, defines the new value of 0 (Non-destructive; Requires texture source art to be available.)adjust_rgb_curve
(float): [Read-Write] Adjust RGBCurve: Static texture RGB curve adjustment (raises linear-space RGB color to the specified power.) (Non-destructive; Requires texture source art to be available.)adjust_saturation
(float): [Read-Write] Adjust Saturation: Static texture saturation adjustment (scales HSV saturation.) (Non-destructive; Requires texture source art to be available.)adjust_vibrance
(float): [Read-Write] Adjust Vibrance: Static texture “vibrance” adjustment (0 - 1) (HSV saturation algorithm adjustment.) (Non-destructive; Requires texture source art to be available.)alpha_coverage_thresholds
(Vector4): [Read-Write] Alpha Coverage Thresholds: Alpha values per channel to compare to when preserving alpha coverage. 0 means disable channel. Typical good values in 0.5 - 0.9, not 1.0asset_import_data
(AssetImportData): [Read-Only] Asset Import Dataasset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the assetchroma_key_color
(Color): [Read-Write] Chroma Key Color: The color that will be replaced with transparent black if chroma keying is enabledchroma_key_texture
(bool): [Read-Write] Chroma Key Texture: Whether to chroma key the image, replacing any pixels that match ChromaKeyColor with transparent blackchroma_key_threshold
(float): [Read-Write] Chroma Key Threshold: The threshold that components have to match for the texel to be considered equal to the ChromaKeyColor when chroma keying (<=, set to 0 to require a perfect exact match)composite_power
(float): [Read-Write] Composite Power: default 1, high values result in a stronger effect e.g 1, 2, 4, 8 this is no slider because the texture update would not be fast enoughcomposite_texture
(Texture): [Read-Write] Composite Texture: Can be defined to modify the roughness based on the normal map variation (mostly from mip maps). MaxAlpha comes in handy to define a base roughness if no source alpha was there. Make sure the normal map has at least as many mips as this texture.composite_texture_mode
(CompositeTextureMode): [Read-Write] Composite Texture Mode: defines how the CompositeTexture is applied, e.g. CTM_RoughnessFromNormalAlphacompress_final
(bool): [Read-Write] Compress Final: If enabled, compress with Final quality during this Editor session.compression_cache_id
(Guid): [Read-Write] Compression Cache Id: Change this optional ID to force the texture to be recompressed by changing its cache key.compression_no_alpha
(bool): [Read-Write] Compression No Alpha: If enabled, the texture’s alpha channel will be forced to opaque for any compressed texture output format. Does not apply if output format is uncompressed RGBA.compression_quality
(TextureCompressionQuality): [Read-Write] Compression Quality: The compression quality for generated ASTC textures (i.e. mobile platform textures).compression_settings
(TextureCompressionSettings): [Read-Write] Compression Settings: Compression settings to use when building the texture.defer_compression
(bool): [Read-Write] Defer Compression: If enabled, defer compression of the texture until save or manually compressed in the texture editor.do_scale_mips_for_alpha_coverage
(bool): [Read-Write] Do Scale Mips for Alpha Coverage: Whether mip RGBA should be scaled to preserve the number of pixels with Value >= AlphaCoverageThresholds. AlphaCoverageThresholds are ignored if this is off.downscale
(PerPlatformFloat): [Read-Write] Downscale: Downscale source texture, applied only to textures without mips 0.0 - use scale value from texture group 1.0 - do not scale texture > 1.0 - scale texuredownscale_options
(TextureDownscaleOptions): [Read-Write] Downscale Options: Texture downscaling optionsfilter
(TextureFilter): [Read-Write] Filter: The texture filtering mode to use when sampling this texture.flip_green_channel
(bool): [Read-Write] Flip Green Channel: When true the texture’s green channel will be inverted. This is useful for some normal maps.global_force_mip_levels_to_be_resident
(bool): [Read-Write] Global Force Mip Levels to be Resident: Global and serialized version of ForceMiplevelsToBeResident.lod_bias
(int32): [Read-Write] LODBias: A bias to the index of the top mip level to use.lod_group
(TextureGroup): [Read-Write] LODGroup: Texture group this texture belongs tolossy_compression_amount
(TextureLossyCompressionAmount): [Read-Write] Lossy Compression Amount: How aggressively should any relevant lossy compression be applied. For compressors that support EncodeSpeed (i.e. Oodle), this is onlyapplied if enabled (see Project Settings -> Texture Encoding). Note that this is in addition to any unavoidable loss due to the target format - selecting “No Lossy Compression” will not result in zero distortion for BCn formats.
max_texture_size
(int32): [Read-Write] Max Texture Size: The maximum resolution for generated textures. A value of 0 means the maximum size for the format on each platform.mip_gen_settings
(TextureMipGenSettings): [Read-Write] Mip Gen Settings: Per asset specific setting to define the mip-map generation properties like sharpening and kernel size.mip_load_options
(TextureMipLoadOptions): [Read-Write] Mip Load Options: The texture mip load options.never_stream
(bool): [Read-Write] Never Streamnum_cinematic_mip_levels
(int32): [Read-Write] Num Cinematic Mip Levels: Number of mip-levels to use for cinematic quality.oodle_texture_sdk_version
(Name): [Read-Write] Oodle Texture Sdk Version: Oodle Texture SDK Version to encode with. Enter ‘latest’ to update; ‘None’ preserves legacy encoding to avoid patches.padding_color
(Color): [Read-Write] Padding Color: The color used to pad the texture out if it is resized due to PowerOfTwoModepower_of_two_mode
(TexturePowerOfTwoSetting): [Read-Write] Power Of Two Mode: How to pad the texture to a power of 2 size (if necessary)preserve_border
(bool): [Read-Write] Preserve Border: When true the texture’s border will be preserved during mipmap generation.source_color_settings
(TextureSourceColorSettings): [Read-Write] Source Color Settings: Texture color management settings: source encoding and color space.srgb
(bool): [Read-Write] SRGB: This should be unchecked if using alpha channels individually as masks.use_legacy_gamma
(bool): [Read-Write] Use Legacy Gamma: A flag for using the simplified legacy gamma space e.g pow(color,1/2.2) for converting from FColor to FLinearColor, if we’re doing sRGB.use_new_mip_filter
(bool): [Read-Write] Use New Mip Filter: Whether to use newer & faster mip generation filter, same quality but produces slightly different results from previous implementationvirtual_texture_streaming
(bool): [Read-Write] Virtual Texture Streaming: Is this texture streamed in using VT
- property address_x: TextureAddress¶
[Read-Write] Address X: The addressing mode to use for the X axis.
- Type:
- property address_y: TextureAddress¶
[Read-Write] Address Y: The addressing mode to use for the Y axis.
- Type:
- blueprint_get_size_x() int32 ¶
Gets the X size of the texture, in pixels
- Return type:
int32
- blueprint_get_size_y() int32 ¶
Gets the Y size of the texture, in pixels
- Return type:
int32