unreal.PCGRenderTargetData
¶
- class unreal.PCGRenderTargetData(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGBaseTextureData
- TODO: It’s possible that caching the result in this class is not as efficient as it could be
if we expect to sample in different ways (e.g. channel) in the same render target
C++ Source:
Plugin: PCG
Module: PCG
File: PCGRenderTargetData.h
Editor Properties: (see get_editor_property/set_editor_property)
bounds
(Box): [Read-Only]center_offset
(Vector2D): [Read-Write]color_channel
(PCGTextureColorChannel): [Read-Write]density_function
(PCGTextureDensityFunction): [Read-Only]filter
(PCGTextureFilter): [Read-Write] Method used to determine the value for a sample based on the value of nearby texels.height
(int32): [Read-Only]keep_zero_density_points
(bool): [Read-Write]metadata
(PCGMetadata): [Read-Only] Not accessible through blueprint to make sure the constness is preservedrender_target
(TextureRenderTarget2D): [Read-Only]rotation
(float): [Read-Write] Rotation to apply when sampling texture.target_actor
(Actor): [Read-Write] Recipient of any artifacts generated using this data.texel_size
(float): [Read-Write] The size of one texel in cm, used when calling ToPointData.tile_bounds
(Box2D): [Read-Write]tiling
(Vector2D): [Read-Write]transform
(Transform): [Read-Only]use_advanced_tiling
(bool): [Read-Write] Whether to tile the source or to stretch it to fit target area.use_tile_bounds
(bool): [Read-Write]width
(int32): [Read-Only]
- initialize(render_target, transform) None ¶
Initialize
- Parameters:
render_target (TextureRenderTarget2D) –
transform (Transform) –
- property render_target: TextureRenderTarget2D¶
[Read-Only]
- Type: