unreal.BoxReflectionCaptureComponent¶
- class unreal.BoxReflectionCaptureComponent(outer=None, name='None')¶
Bases:
unreal.ReflectionCaptureComponent-> will be exported to EngineDecalClasses.h
C++ Source:
Module: Engine
File: BoxReflectionCaptureComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location(bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.box_transition_distance(float): [Read-Write] Box Transition Distance: Adjust capture transition distancebrightness(float): [Read-Write] Brightness: A brightness control to scale the captured scene’s reflection intensity.can_ever_affect_navigation(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcapture_offset(Vector): [Read-Write] Capture Offset: World space offset to apply before capturing.component_tags(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.cubemap(TextureCube): [Read-Write] Cubemap: Cubemap to use for reflection if ReflectionSourceType is set to RS_SpecifiedCubemap.detail_mode(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classhidden_in_game(bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.is_editor_only(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildsmax_value_rgbm(float): [Read-Write] Max Value RGBM: M values for RGBM, it will dynamically be generated by taking the highest RGB value into account. Explictly modifying it will require a Reflection Re-Capture.mobile_reflection_compression(MobileReflectionCompression): [Read-Write] Mobile Reflection Compression: Indicates if the Reflection will be compressed for mobile. If set to default it will take the project wide setting.mobility(ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.modify_max_value_rgbm(bool): [Read-Write] Modify Max Value RGBM: Indicates if we want to manually modify the MaxRGBM value.on_component_activated(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedphysics_volume_changed_delegate(PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *primary_component_tick(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreflection_source_type(ReflectionSourceType): [Read-Write] Reflection Source Type: Indicates where to get the reflection source from.relative_location(Vector): [Read-Write] Relative Location: Location of the component relative to its parentrelative_rotation(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_scale3d(Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!should_update_physics_volume(bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()source_cubemap_angle(float): [Read-Write] Source Cubemap Angle: Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.use_attach_parent_bound(bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.visible(bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.