unreal.CameraComponent

class unreal.CameraComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: SceneComponent

Represents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides. The default behavior for an actor used as the camera view target is to look for an attached camera component and use its location, rotation, and settings.

C++ Source:

  • Module: Engine

  • File: CameraComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • aspect_ratio (float): [Read-Write] Aspect Ratio (Width/Height)

  • aspect_ratio_axis_constraint (AspectRatioAxisConstraint): [Read-Write] Override for the default aspect ratio axis constraint defined on the local player

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • auto_calculate_ortho_planes (bool): [Read-Write] Automatically determine a min/max Near/Far clip plane position depending on OrthoWidth value

  • auto_plane_shift (float): [Read-Write] Manually adjusts the planes of this camera, maintaining the distance between them. Positive moves out to the farplane, negative towards the near plane

  • camera_mesh (StaticMesh): [Read-Write]

  • camera_mesh_hidden_in_game (bool): [Read-Write] If the camera mesh is visible in game. Only relevant when running editor builds.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • constrain_aspect_ratio (bool): [Read-Write] If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.

  • crop_overscan (bool): [Read-Write] Indicates that the overscanned pixels should be cropped at the end of the rendering pipeline, allowing the overscanned pixels to be used in post process effects that need extra pixels beyond the view frustum (e.g. lens distortion) without having to render those pixels to the screen. When bScaleResolutionWithOverscan is enabled, the cropped image will have the same resolution as the original non-overscanned image, but when disabled, the cropped image will be a lower resolution.

  • detail_mode (DetailMode): [Read-Write] Set the required detail level of this component. It will be deleted or made invisible if the world’s detail level is higher, based on platform and scalability settings. For example, a detail mode of High may prevent this component from loading on mobile platforms.

  • draw_frustum_allowed (bool): [Read-Write] The Frustum visibility flag for draw frustum component initialization

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • enable_first_person_field_of_view (bool): [Read-Write] True if the first person field of view should be used for primitives tagged as “IsFirstPerson”.

  • enable_first_person_scale (bool): [Read-Write] True if the first person scale should be used for primitives tagged as “IsFirstPerson”.

  • field_of_view (float): [Read-Write] The horizontal field of view (in degrees) in perspective mode (ignored in Orthographic mode)

    If the aspect ratio axis constraint (from ULocalPlayer, ALevelSequenceActor, etc.) is set to maintain vertical FOV, the AspectRatio property will be used to convert this property’s value to a vertical FOV.

  • first_person_field_of_view (float): [Read-Write] The horizontal field of view (in degrees) used for primitives tagged as “IsFirstPerson”.

  • first_person_scale (float): [Read-Write] The scale to apply to primitives tagged as “IsFirstPerson”. This is used to scale down primitives towards the camera such that they are small enough not to intersect with the scene.

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • lock_to_hmd (bool): [Read-Write] True if the camera’s orientation and position should be locked to the HMD

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • ortho_far_clip_plane (float): [Read-Write] The far plane distance of the orthographic view (in world units)

  • ortho_near_clip_plane (float): [Read-Write] The near plane distance of the orthographic view (in world units)

  • ortho_width (float): [Read-Write] The desired width (in world units) of the orthographic view (ignored in Perspective mode)

  • override_aspect_ratio_axis_constraint (bool): [Read-Write] Whether to override the default aspect ratio axis constraint defined on the local player

  • overscan (float): [Read-Write] Amount to increase the view frustum by, from 0.0 for no increase to 1.0 for 100% increase

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • post_process_blend_weight (float): [Read-Write] Indicates if PostProcessSettings should be used when using this Camera to view through.

  • post_process_settings (PostProcessSettings): [Read-Write] Post process settings to use for this camera. Don’t forget to check the properties you want to override

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • projection_mode (CameraProjectionMode): [Read-Write] The type of camera

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • scale_resolution_with_overscan (bool): [Read-Write] Indicates that the resolution should be scaled by the overscan amount so that the original view frustum remains the same resolution. Note that when enabled, increasing overscan will result in increased rendering workload, potentially decreasing performance as resolution increases

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • update_ortho_planes (bool): [Read-Write] Adjusts the near/far planes and the view origin of the current camera automatically to avoid clipping and light artefacting

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • use_camera_height_as_view_target (bool): [Read-Write] If UpdateOrthoPlanes is enabled, this setting will use the cameras current height to compensate the distance to the general view (as a pseudo distance to view target when one isn’t present)

  • use_field_of_view_for_lod (bool): [Read-Write] If true, account for the field of view angle when computing which level of detail to use for meshes.

  • use_pawn_control_rotation (bool): [Read-Write] If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? see: APawn::GetViewRotation()

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

add_or_update_blendable(blendable_object, weight=1.000000) None

Adds an Blendable (implements IBlendableInterface) to the array of Blendables (if it doesn’t exist) and update the weight

Parameters:
  • blendable_object (BlendableInterface)

  • weight (float)

property aspect_ratio: float

[Read-Write] Aspect Ratio (Width/Height)

Type:

(float)

property aspect_ratio_axis_constraint: AspectRatioAxisConstraint

[Read-Write] Override for the default aspect ratio axis constraint defined on the local player

Type:

(AspectRatioAxisConstraint)

property auto_calculate_ortho_planes: bool

[Read-Write] Automatically determine a min/max Near/Far clip plane position depending on OrthoWidth value

Type:

(bool)

property auto_plane_shift: float

[Read-Write] Manually adjusts the planes of this camera, maintaining the distance between them. Positive moves out to the farplane, negative towards the near plane

Type:

(float)

property b_use_controller_view_rotation: bool

‘b_use_controller_view_rotation’ was renamed to ‘use_pawn_control_rotation’.

Type:

deprecated

property b_use_pawn_view_rotation: bool

‘b_use_pawn_view_rotation’ was renamed to ‘use_pawn_control_rotation’.

Type:

deprecated

property camera_mesh: StaticMesh

[Read-Write]

Type:

(StaticMesh)

property camera_mesh_hidden_in_game: bool

[Read-Write] If the camera mesh is visible in game. Only relevant when running editor builds.

Type:

(bool)

property constrain_aspect_ratio: bool

[Read-Write] If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.

Type:

(bool)

property crop_overscan: bool

[Read-Write] Indicates that the overscanned pixels should be cropped at the end of the rendering pipeline, allowing the overscanned pixels to be used in post process effects that need extra pixels beyond the view frustum (e.g. lens distortion) without having to render those pixels to the screen. When bScaleResolutionWithOverscan is enabled, the cropped image will have the same resolution as the original non-overscanned image, but when disabled, the cropped image will be a lower resolution.

Type:

(bool)

property draw_frustum_allowed: bool

[Read-Write] The Frustum visibility flag for draw frustum component initialization

Type:

(bool)

property enable_first_person_field_of_view: bool

[Read-Write] True if the first person field of view should be used for primitives tagged as “IsFirstPerson”.

Type:

(bool)

property enable_first_person_scale: bool

[Read-Write] True if the first person scale should be used for primitives tagged as “IsFirstPerson”.

Type:

(bool)

property field_of_view: float

[Read-Write] The horizontal field of view (in degrees) in perspective mode (ignored in Orthographic mode)

If the aspect ratio axis constraint (from ULocalPlayer, ALevelSequenceActor, etc.) is set to maintain vertical FOV, the AspectRatio property will be used to convert this property’s value to a vertical FOV.

Type:

(float)

property first_person_field_of_view: float

[Read-Write] The horizontal field of view (in degrees) used for primitives tagged as “IsFirstPerson”.

Type:

(float)

property first_person_scale: float

[Read-Write] The scale to apply to primitives tagged as “IsFirstPerson”. This is used to scale down primitives towards the camera such that they are small enough not to intersect with the scene.

Type:

(float)

get_camera_view(delta_time) MinimalViewInfo

Returns camera’s Point of View. Called by Camera class. Subclass and postprocess to add any effects.

Parameters:

delta_time (float)

Returns:

desired_view (MinimalViewInfo):

Return type:

MinimalViewInfo

property lock_to_hmd: bool

[Read-Write] True if the camera’s orientation and position should be locked to the HMD

Type:

(bool)

property ortho_far_clip_plane: float

[Read-Write] The far plane distance of the orthographic view (in world units)

Type:

(float)

property ortho_near_clip_plane: float

[Read-Write] The near plane distance of the orthographic view (in world units)

Type:

(float)

property ortho_width: float

[Read-Write] The desired width (in world units) of the orthographic view (ignored in Perspective mode)

Type:

(float)

property override_aspect_ratio_axis_constraint: bool

[Read-Write] Whether to override the default aspect ratio axis constraint defined on the local player

Type:

(bool)

property overscan: float

[Read-Write] Amount to increase the view frustum by, from 0.0 for no increase to 1.0 for 100% increase

Type:

(float)

property post_process_blend_weight: float

[Read-Write] Indicates if PostProcessSettings should be used when using this Camera to view through.

Type:

(float)

property post_process_settings: PostProcessSettings

[Read-Write] Post process settings to use for this camera. Don’t forget to check the properties you want to override

Type:

(PostProcessSettings)

property projection_mode: CameraProjectionMode

[Read-Write] The type of camera

Type:

(CameraProjectionMode)

remove_blendable(blendable_object) None

Removes a blendable.

Parameters:

blendable_object (BlendableInterface)

property scale_resolution_with_overscan: bool

[Read-Write] Indicates that the resolution should be scaled by the overscan amount so that the original view frustum remains the same resolution. Note that when enabled, increasing overscan will result in increased rendering workload, potentially decreasing performance as resolution increases

Type:

(bool)

set_aspect_ratio(aspect_ratio) None

Set Aspect Ratio

Parameters:

aspect_ratio (float)

set_aspect_ratio_axis_constraint(aspect_ratio_axis_constraint) None

Set Aspect Ratio Axis Constraint

Parameters:

aspect_ratio_axis_constraint (AspectRatioAxisConstraint)

set_auto_calculate_ortho_planes(auto_calculate) None

Set Auto Calculate Ortho Planes

Parameters:

auto_calculate (bool)

set_auto_plane_shift(auto_plane_shift) None

Set Auto Plane Shift

Parameters:

auto_plane_shift (float)

set_constraint_aspect_ratio(constrain_aspect_ratio) None

Set Constraint Aspect Ratio

Parameters:

constrain_aspect_ratio (bool)

set_crop_overscan(crop_overscan) None

Sets whether to crop the overscanned pixels at the end of the rendering pipeline, allowing the overscanned pixels to be used in post process effects that need extra pixels beyond the view frustum (e.g. lens distortion) without having to render those pixels to the screen. When bScaleResolutionWithOverscan is enabled, the cropped image will have the same resolution as the original non-overscanned image, but when disabled, the cropped image will be a lower resolution.

Parameters:

crop_overscan (bool)

set_enable_first_person_field_of_view(enable_first_person_field_of_view) None

Set Enable First Person Field Of View

Parameters:

enable_first_person_field_of_view (bool)

set_enable_first_person_scale(enable_first_person_scale) None

Set Enable First Person Scale

Parameters:

enable_first_person_scale (bool)

set_field_of_view(field_of_view) None

Set Field Of View

Parameters:

field_of_view (float)

set_first_person_field_of_view(first_person_field_of_view) None

Set First Person Field Of View

Parameters:

first_person_field_of_view (float)

set_first_person_scale(first_person_scale) None

Set First Person Scale

Parameters:

first_person_scale (float)

set_ortho_far_clip_plane(ortho_far_clip_plane) None

Set Ortho Far Clip Plane

Parameters:

ortho_far_clip_plane (float)

set_ortho_near_clip_plane(ortho_near_clip_plane) None

Set Ortho Near Clip Plane

Parameters:

ortho_near_clip_plane (float)

set_ortho_width(ortho_width) None

Set Ortho Width

Parameters:

ortho_width (float)

set_overscan(overscan) None

Set Overscan

Parameters:

overscan (float)

set_post_process_blend_weight(post_process_blend_weight) None

Set Post Process Blend Weight

Parameters:

post_process_blend_weight (float)

set_projection_mode(projection_mode) None

Set Projection Mode

Parameters:

projection_mode (CameraProjectionMode)

set_scale_resolution_with_overscan(scale_resolution_with_overscan) None

Sets whether to scale the resolution by the amount of overscan so that the original view frustum remains the same resolution. Note that when enabled, increasing overscan will result in increased rendering workload, potentially decreasing performance as resolution increases

Parameters:

scale_resolution_with_overscan (bool)

set_update_ortho_planes(update_ortho_planes) None

Set Update Ortho Planes

Parameters:

update_ortho_planes (bool)

set_use_camera_height_as_view_target(use_camera_height_as_view_target) None

Set Use Camera Height as View Target

Parameters:

use_camera_height_as_view_target (bool)

set_use_field_of_view_for_lod(use_field_of_view_for_lod) None

Set Use Field Of View for LOD

Parameters:

use_field_of_view_for_lod (bool)

property update_ortho_planes: bool

[Read-Write] Adjusts the near/far planes and the view origin of the current camera automatically to avoid clipping and light artefacting

Type:

(bool)

property use_camera_height_as_view_target: bool

[Read-Write] If UpdateOrthoPlanes is enabled, this setting will use the cameras current height to compensate the distance to the general view (as a pseudo distance to view target when one isn’t present)

Type:

(bool)

property use_field_of_view_for_lod: bool

[Read-Write] If true, account for the field of view angle when computing which level of detail to use for meshes.

Type:

(bool)

property use_pawn_control_rotation: bool

[Read-Write] If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? see: APawn::GetViewRotation()

Type:

(bool)