unreal.BlueprintMaterialTextureNodesBPLibrary

class unreal.BlueprintMaterialTextureNodesBPLibrary(outer=None, name='None')

Bases: unreal.BlueprintFunctionLibrary

  • Function library class.
  • Each function in it is expected to be static and represents blueprint node that can be called in any blueprint.
  • When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable.
  • BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins.
  • BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins.
  • DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu.
  • Its lets you name the node using characters not allowed in C++ function names.
  • CompactNodeTitle - the word(s) that appear on the node.
  • Keywords - the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu.
  • Good example is “Print String” node which you can find also by using keyword “log”.
  • Category - the category your node will be under in the Blueprint drop-down menu.
  • For more info on custom blueprint nodes visit documentation:
  • https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation

C++ Source:

  • Plugin: BlueprintMaterialTextureNodes
  • Module: BlueprintMaterialTextureNodes
  • File: BlueprintMaterialTextureNodesBPLibrary.h
classmethod create_mic_editor_only(material, name="MIC_") → MaterialInstanceConstant

Creates a new Material Instance Constant asset Only works in the editor

Parameters:
Returns:

Return type:

MaterialInstanceConstant

classmethod render_target_sample_rectangle_editor_only(render_target, rect) -> Array(LinearColor)

Samples an array of values from a Texture Render Target 2D. Currently only 4 channel formats are supported. Only works in the editor

Parameters:
Returns:

Return type:

Array(LinearColor)

classmethod render_target_sample_uv_editor_only(render_target, uv) → LinearColor

Samples a value from a Texture Render Target 2D. Currently only 4 channel formats are supported. Only works in the editor

Parameters:
Returns:

Return type:

LinearColor

classmethod set_mic_blend_mode_editor_only(material, blend_mode=BlendMode.BLEND_OPAQUE) → bool

Overrides the Blend Mode of a Material Instance Constant Only works in the editor

Parameters:
Returns:

Return type:

bool

classmethod set_mic_dithered_lod_transition_editor_only(material, dithered_lod_transition=False) → bool

Overrides the Blend Mode of a Material Instance Constant Only works in the editor

Parameters:
Returns:

Return type:

bool

classmethod set_mic_scalar_param_editor_only(material, param_name="test", value=0.000000) → bool

Sets a Scalar Parameter value in a Material Instance Constant Only works in the editor

Parameters:
Returns:

Return type:

bool

classmethod set_mic_shading_model_editor_only(material, shading_model=MaterialShadingModel.MSM_DEFAULT_LIT) → bool

Overrides the Shading Model of a Material Instance Constant Only works in the editor

Parameters:
Returns:

Return type:

bool

classmethod set_mic_texture_param_editor_only(material, param_name, texture=None) → bool

Sets a Texture Parameter value in a Material Instance Constant Only works in the editor

Parameters:
Returns:

Return type:

bool

classmethod set_mic_two_sided_editor_only(material, two_sided=False) → bool

Overrides the Two Sided setting of a Material Instance Constant Only works in the editor

Parameters:
Returns:

Return type:

bool

classmethod set_mic_vector_param_editor_only(material, param_name, value=[0.000000, 0.000000, 0.000000, 0.000000]) → bool

Sets a Vector Parameter value in a Material Instance Constant Only works in the editor

Parameters:
Returns:

Return type:

bool

classmethod texture2d_sample_uv_editor_only(texture, uv) → LinearColor

Samples a texel from a Texture 2D with VectorDisplacement Compression

Parameters:
Returns:

Return type:

LinearColor