G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UMaterialExpressionRuntimeVirtualTextureSample Class Reference

Material expression for sampling from a runtime virtual texture. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UMaterialExpression
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

TextureSample
ERuntimeVirtualTextureMipValueMode MipValueMode
 Defines how the mip level is calculated for the virtual texture lookup.
EPositionOrigin WorldPositionOriginType
 Defines the reference space for the WorldPosition input.
ERuntimeVirtualTextureTextureAddressMode TextureAddressMode
 Defines the texture addressing mode.
VirtualTexture
bool bEnableFeedback
 Enable virtual texture feedback. Disabling this can result in the virtual texture not reaching the correct mip level. It should only be used in cases where we don't care about the correct mip level being resident, or some other process is maintaining the correct level.
bool bAdaptive
 Enable sparse adaptive page tables. Note that the bound Virtual Texture should have valid adaptive virtual texture settings for sampling to work correctly.
bool bSinglePhysicalSpace
 Enable page table channel packing. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.
ERuntimeVirtualTextureMaterialType MaterialType
 How to interpret the virtual texture contents. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.
URuntimeVirtualTexture VirtualTexture
 The virtual texture object to sample.
Public Attributes inherited from UMaterialExpression
int MaterialExpressionEditorY
int MaterialExpressionEditorX
FString Desc
 A description that level designers can add (shows in the material editor UI).
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Additional Inherited Members

Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Detailed Description

Material expression for sampling from a runtime virtual texture.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ bAdaptive

bool bAdaptive

Enable sparse adaptive page tables. Note that the bound Virtual Texture should have valid adaptive virtual texture settings for sampling to work correctly.

◆ bEnableFeedback

bool bEnableFeedback

Enable virtual texture feedback. Disabling this can result in the virtual texture not reaching the correct mip level. It should only be used in cases where we don't care about the correct mip level being resident, or some other process is maintaining the correct level.

◆ bSinglePhysicalSpace

bool bSinglePhysicalSpace

Enable page table channel packing. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.

◆ MaterialType

How to interpret the virtual texture contents. Note that the bound Virtual Texture should have the same setting for sampling to work correctly.

◆ MipValueMode

Defines how the mip level is calculated for the virtual texture lookup.

◆ TextureAddressMode

Defines the texture addressing mode.

◆ VirtualTexture

URuntimeVirtualTexture VirtualTexture

The virtual texture object to sample.

◆ WorldPositionOriginType

EPositionOrigin WorldPositionOriginType

Defines the reference space for the WorldPosition input.