unreal.PropertyEntry

class unreal.PropertyEntry(property_=MaterialProperty.MP_EMISSIVE_COLOR, use_custom_size=False, custom_size=[0, 0], use_constant_value=False, constant_value=0.0)

Bases: unreal.StructBase

Structure to represent a single property the user wants to bake out for a given set of materials

C++ Source:

  • Module: MaterialBaking
  • File: MaterialOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • constant_value (float): [Read-Write] Defines the value representing this property in the final proxy material
  • custom_size (IntPoint): [Read-Write] Defines the size of the output textures for the baked out material properties
  • property_ (MaterialProperty): [Read-Write] Property which should be baked out
  • use_constant_value (bool): [Read-Write] Wheter or not to use Constant Value as the final ‘baked out’ value for the this property
  • use_custom_size (bool): [Read-Write] Whether or not to use the value of custom size for the output texture
constant_value

(float) – [Read-Write] Defines the value representing this property in the final proxy material

custom_size

(IntPoint) – [Read-Write] Defines the size of the output textures for the baked out material properties

property_

(MaterialProperty) – [Read-Write] Property which should be baked out

use_constant_value

(bool) – [Read-Write] Wheter or not to use Constant Value as the final ‘baked out’ value for the this property

use_custom_size

(bool) – [Read-Write] Whether or not to use the value of custom size for the output texture