unreal.InterchangeGenericTexturePipeline

class unreal.InterchangeGenericTexturePipeline(outer: Object | None = None, name: Name | str = 'None')

Bases: InterchangePipelineBase

Interchange Generic Texture Pipeline

C++ Source:

  • Plugin: Interchange

  • Module: InterchangePipelines

  • File: InterchangeGenericTexturePipeline.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_non_power_of_two (bool): [Read-Write] If enabled, textures that have a non-power-of-two resolution are imported.

  • asset_name (str): [Read-Write] If set, and there is only one asset and one source, the imported asset will be given this name.

  • detect_normal_map_texture (bool): [Read-Write] If enabled, tests each newly imported texture to see if it is a normal map. If it is, the SRGB, Compression Settings, and LOD Group properties of that texture will be adjusted.

  • file_extensions_to_import_as_long_lat_cubemap (Set[str]): [Read-Write] Specify the file types that should be imported as long/lat cubemaps.

  • flip_normal_map_green_channel (bool): [Read-Write] If enabled, the texture’s green channel will be inverted for normal maps. This setting is only used if the Detect Normal Map Texture setting is also enabled.

  • import_textures (bool): [Read-Write] If enabled, imports all texture assets found in the source.

  • import_udi_ms (bool): [Read-Write] If enabled, imports textures as UDIMs if they are named using a UDIM naming pattern.

  • pipeline_display_name (str): [Read-Write] The name of the pipeline that will be display in the import dialog.

  • prefer_compressed_source_data (bool): [Read-Write] If enabled, the translator compresses the source data payload whenever possible. This generally results in smaller assets. However, some operations like the texture build might be slower, because the source data first needs to be decompressed. If disabled, the translator leaves the decision to the factory or the pipelines.

property allow_non_power_of_two: bool

[Read-Write] If enabled, textures that have a non-power-of-two resolution are imported.

Type:

(bool)

property asset_name: str

[Read-Write] If set, and there is only one asset and one source, the imported asset will be given this name.

Type:

(str)

property detect_normal_map_texture: bool

[Read-Write] If enabled, tests each newly imported texture to see if it is a normal map. If it is, the SRGB, Compression Settings, and LOD Group properties of that texture will be adjusted.

Type:

(bool)

property file_extensions_to_import_as_long_lat_cubemap: None

[Read-Write] Specify the file types that should be imported as long/lat cubemaps.

Type:

(Set[str])

property flip_normal_map_green_channel: bool

[Read-Write] If enabled, the texture’s green channel will be inverted for normal maps. This setting is only used if the Detect Normal Map Texture setting is also enabled.

Type:

(bool)

property import_textures: bool

[Read-Write] If enabled, imports all texture assets found in the source.

Type:

(bool)

property import_udi_ms: bool

[Read-Write] If enabled, imports textures as UDIMs if they are named using a UDIM naming pattern.

Type:

(bool)

property pipeline_display_name: str

[Read-Write] The name of the pipeline that will be display in the import dialog.

Type:

(str)

property prefer_compressed_source_data: bool

[Read-Write] If enabled, the translator compresses the source data payload whenever possible. This generally results in smaller assets. However, some operations like the texture build might be slower, because the source data first needs to be decompressed. If disabled, the translator leaves the decision to the factory or the pipelines.

Type:

(bool)