unreal.PCGTextureSamplerSettings
¶
- class unreal.PCGTextureSamplerSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettings
PCGTexture Sampler Settings
C++ Source:
Plugin: PCG
Module: PCG
File: PCGTextureSampler.h
Editor Properties: (see get_editor_property/set_editor_property)
break_debugger
(bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.category
(Text): [Read-Write]center_offset
(Vector2D): [Read-Write]color_channel
(PCGTextureColorChannel): [Read-Write]debug
(bool): [Read-Write]debug_settings
(PCGDebugVisualizationSettings): [Read-Write]density_function
(PCGTextureDensityFunction): [Read-Write]description
(Text): [Read-Write]determinism_settings
(PCGDeterminismSettings): [Read-Write]enabled
(bool): [Read-Write]expose_to_library
(bool): [Read-Write]filter
(PCGTextureFilter): [Read-Write] Method used to determine the value for a sample based on the value of nearby texels.force_editor_only_cpu_sampling
(bool): [Read-Write] Even if the texture is not set to CPU-available, it can still be accessed from CPU memory under certain conditions (sRGB disabled, no mipmaps, and non-compressed format). Reading from CPU memory will be faster and more accurate than reading from GPU memory, since the texture will not be subject to compression or resolution clamping. Enable this flag to force a duplicate of the texture with the correct settings for CPU memory access. This is editor-only.rotation
(float): [Read-Write] Rotation to apply when sampling texture.seed
(int32): [Read-Write]synchronous_load
(bool): [Read-Write] By default, texture loading is asynchronous, can force it synchronous if needed.texel_size
(float): [Read-Write] The size of one texel in cm, used when calling ToPointData.texture
(Texture): [Read-Write] Texture specific parameterstexture_array_index
(int32): [Read-Write] Index of texture array slice. Only used when built with editor and if the type of Texture is UTexture2DArray.tile_bounds_max
(Vector2D): [Read-Write]tile_bounds_min
(Vector2D): [Read-Write]tiling
(Vector2D): [Read-Write]transform
(Transform): [Read-Write] Surface transformuse_absolute_transform
(bool): [Read-Write]use_advanced_tiling
(bool): [Read-Write] Whether to tile the source or to stretch it to fit target area.use_seed
(bool): [Read-Only] By default, settings won’t use a seed. Set this bool to true in the child ctor to allow edition and use it.use_tile_bounds
(bool): [Read-Write]
- property color_channel: PCGTextureColorChannel¶
[Read-Write]
- Type:
- property density_function: PCGTextureDensityFunction¶
[Read-Write]
- Type:
- property filter: PCGTextureFilter¶
[Read-Write] Method used to determine the value for a sample based on the value of nearby texels.
- Type:
- property force_editor_only_cpu_sampling: bool¶
[Read-Write] Even if the texture is not set to CPU-available, it can still be accessed from CPU memory under certain conditions (sRGB disabled, no mipmaps, and non-compressed format). Reading from CPU memory will be faster and more accurate than reading from GPU memory, since the texture will not be subject to compression or resolution clamping. Enable this flag to force a duplicate of the texture with the correct settings for CPU memory access. This is editor-only.
- Type:
(bool)
- property synchronous_load: bool¶
[Read-Write] By default, texture loading is asynchronous, can force it synchronous if needed.
- Type:
(bool)
- property texel_size: float¶
[Read-Write] The size of one texel in cm, used when calling ToPointData.
- Type:
(float)
- property texture_array_index: int¶
[Read-Write] Index of texture array slice. Only used when built with editor and if the type of Texture is UTexture2DArray.
- Type:
(int32)