class unreal.CurveLinearColorAtlas(outer=None, name='None')?

Bases: unreal.Texture2D

Manages gradient LUT textures for registered actors and assigns them to the corresponding materials on the actor

C++ Source:

  • Module: Engine
  • File: CurveLinearColorAtlas.h

Editor Properties: (see get_editor_property/set_editor_property)

  • address_x (TextureAddress): [Read-Write] The addressing mode to use for the X axis.
  • address_y (TextureAddress): [Read-Write] The addressing mode to use for the Y axis.
  • adjust_brightness (float): [Read-Write] Static texture brightness adjustment (scales HSV value.) (Non-destructive; Requires texture source art to be available.)
  • adjust_brightness_curve (float): [Read-Write] Static texture curve adjustment (raises HSV value to the specified power.) (Non-destructive; Requires texture source art to be available.)
  • adjust_hue (float): [Read-Write] Static texture hue adjustment (0 - 360) (offsets HSV hue by value in degrees.) (Non-destructive; Requires texture source art to be available.)
  • adjust_max_alpha (float): [Read-Write] Remaps the alpha to the specified min/max range, defines the new value of 1 (Non-destructive; Requires texture source art to be available.)
  • adjust_min_alpha (float): [Read-Write] Remaps the alpha to the specified min/max range, defines the new value of 0 (Non-destructive; Requires texture source art to be available.)
  • adjust_rgb_curve (float): [Read-Write] Static texture RGB curve adjustment (raises linear-space RGB color to the specified power.) (Non-destructive; Requires texture source art to be available.)
  • adjust_saturation (float): [Read-Write] Static texture saturation adjustment (scales HSV saturation.) (Non-destructive; Requires texture source art to be available.)
  • adjust_vibrance (float): [Read-Write] Static texture “vibrance” adjustment (0 - 1) (HSV saturation algorithm adjustment.) (Non-destructive; Requires texture source art to be available.)
  • alpha_coverage_thresholds (Vector4): [Read-Write] Alpha values per channel to compare to when preserving alpha coverage.
  • asset_import_data (AssetImportData): [Read-Only] Asset Import Data
  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the asset
  • chroma_key_color (Color): [Read-Write] The color that will be replaced with transparent black if chroma keying is enabled
  • chroma_key_texture (bool): [Read-Write] Whether to chroma key the image, replacing any pixels that match ChromaKeyColor with transparent black
  • chroma_key_threshold (float): [Read-Write] The threshold that components have to match for the texel to be considered equal to the ChromaKeyColor when chroma keying (<=, set to 0 to require a perfect exact match)
  • composite_power (float): [Read-Write] default 1, high values result in a stronger effect e.g 1, 2, 4, 8 this is no slider because the texture update would not be fast enough
  • composite_texture (Texture): [Read-Write] Can be defined to modify the roughness based on the normal map variation (mostly from mip maps). MaxAlpha comes in handy to define a base roughness if no source alpha was there. Make sure the normal map has at least as many mips as this texture.
  • composite_texture_mode (CompositeTextureMode): [Read-Write] defines how the CompositeTexture is applied, e.g. CTM_RoughnessFromNormalAlpha
  • compression_no_alpha (bool): [Read-Write] If enabled, the texture’s alpha channel will be discarded during compression
  • compression_quality (TextureCompressionQuality): [Read-Write] The compression quality for generated textures.
  • compression_settings (TextureCompressionSettings): [Read-Write] Compression settings to use when building the texture.
  • defer_compression (bool): [Read-Write] If enabled, defer compression of the texture until save.
  • dither_mip_map_alpha (bool): [Read-Write] When true, the alpha channel of mip-maps and the base image are dithered for smooth LOD transitions.
  • filter (TextureFilter): [Read-Write] The texture filtering mode to use when sampling this texture.
  • flip_green_channel (bool): [Read-Write] When true the texture’s green channel will be inverted. This is useful for some normal maps.
  • force_pvrtc4 (bool): [Read-Write] For DXT1 textures, setting this will cause the texture to be twice the size, but better looking, on iPhone
  • global_force_mip_levels_to_be_resident (bool): [Read-Write] Global and serialized version of ForceMiplevelsToBeResident.
  • gradient_curves (Array(CurveLinearColor)): [Read-Write] Size of the lookup textures
  • lod_bias (int32): [Read-Write] A bias to the index of the top mip level to use.
  • lod_group (TextureGroup): [Read-Write] Texture group this texture belongs to
  • lossy_compression_amount (TextureLossyCompressionAmount): [Read-Write] How aggressively should any relevant lossy compression be applied.
  • max_texture_size (int32): [Read-Write] The maximum resolution for generated textures. A value of 0 means the maximum size for the format on each platform, except HDR long/lat cubemaps, which default to a resolution of 512.
  • mip_gen_settings (TextureMipGenSettings): [Read-Write] Per asset specific setting to define the mip-map generation properties like sharpening and kernel size.
  • mip_load_options (TextureMipLoadOptions): [Read-Write] The texture mip load options.
  • never_stream (bool): [Read-Write] Never Stream
  • num_cinematic_mip_levels (int32): [Read-Write] Number of mip-levels to use for cinematic quality.
  • padding_color (Color): [Read-Write] The color used to pad the texture out if it is resized due to PowerOfTwoMode
  • power_of_two_mode (TexturePowerOfTwoSetting): [Read-Write] How to pad the texture to a power of 2 size (if necessary)
  • preserve_border (bool): [Read-Write] When true the texture’s border will be preserved during mipmap generation.
  • srgb (bool): [Read-Write] This should be unchecked if using alpha channels individually as masks.
  • texture_size (uint32): [Read-Write] Texture Size
  • use_legacy_gamma (bool): [Read-Write] A flag for using the simplified legacy gamma space e.g pow(color,1/2.2) for converting from FColor to FLinearColor, if we’re doing sRGB.
  • virtual_texture_streaming (bool): [Read-Write] Is this texture streamed in using VT
get_curve_position(curve) → float or None?

Get Curve Position

Parameters:curve (CurveLinearColor) –
Returns:position (float):
Return type:float or None