unreal.CameraComponent
¶
- class unreal.CameraComponent(outer: Optional[Object] = None, name: Union[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] 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 parentaspect_ratio
(float): [Read-Write] Aspect Ratio: Aspect Ratio (Width/Height)asset_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.camera_mesh
(StaticMesh): [Read-Write] Camera Meshcamera_mesh_hidden_in_game
(bool): [Read-Write] Camera Mesh Hidden in Game: If the camera mesh is visible in game. Only relevant when running editor builds.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.constrain_aspect_ratio
(bool): [Read-Write] Constrain Aspect Ratio: If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.detail_mode
(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.draw_frustum_allowed
(bool): [Read-Write] Draw Frustum Allowed: The Frustum visibility flag for draw frustum component initializationeditable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classfield_of_view
(float): [Read-Write] Field Of View: 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.
hidden_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 buildslock_to_hmd
(bool): [Read-Write] Lock to Hmd: True if the camera’s orientation and position should be locked to the HMDmobility
(ComponentMobility): [Read-Write] Mobility: 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] 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 deactivatedortho_far_clip_plane
(float): [Read-Write] Ortho Far Clip Plane: The far plane distance of the orthographic view (in world units)ortho_near_clip_plane
(float): [Read-Write] Ortho Near Clip Plane: The near plane distance of the orthographic view (in world units)ortho_width
(float): [Read-Write] Ortho Width: The desired width (in world units) of the orthographic view (ignored in Perspective mode)physics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *post_process_blend_weight
(float): [Read-Write] Post Process Blend Weight: Indicates if PostProcessSettings should be used when using this Camera to view through.post_process_settings
(PostProcessSettings): [Read-Write] Post Process Settings: Post process settings to use for this camera. Don’t forget to check the properties you want to overrideprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentprojection_mode
(CameraProjectionMode): [Read-Write] Projection Mode: The type of camerarelative_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)replicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: 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] 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()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.use_field_of_view_for_lod
(bool): [Read-Write] Use Field Of View for LOD: 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] Use Pawn Control Rotation: 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] Visible: 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 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] Camera Mesh
- Type:
[Read-Write] Camera Mesh Hidden in Game: If the camera mesh is visible in game. Only relevant when running editor builds.
- Type:
(bool)
- property constrain_aspect_ratio: bool¶
[Read-Write] Constrain Aspect Ratio: 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 draw_frustum_allowed: bool¶
[Read-Write] Draw Frustum Allowed: The Frustum visibility flag for draw frustum component initialization
- Type:
(bool)
- property field_of_view: float¶
[Read-Write] Field Of View: 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)
- 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:
- property lock_to_hmd: bool¶
[Read-Write] Lock to Hmd: True if the camera’s orientation and position should be locked to the HMD
- Type:
(bool)
- property ortho_far_clip_plane: float¶
[Read-Write] Ortho Far Clip Plane: The far plane distance of the orthographic view (in world units)
- Type:
(float)
- property ortho_near_clip_plane: float¶
[Read-Write] Ortho Near Clip Plane: The near plane distance of the orthographic view (in world units)
- Type:
(float)
- property ortho_width: float¶
[Read-Write] Ortho Width: The desired width (in world units) of the orthographic view (ignored in Perspective mode)
- Type:
(float)
- property post_process_blend_weight: float¶
[Read-Write] Post Process Blend Weight: 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: Post process settings to use for this camera. Don’t forget to check the properties you want to override
- Type:
- property projection_mode: CameraProjectionMode¶
[Read-Write] Projection Mode: The type of camera
- Type:
- remove_blendable(blendable_object) None ¶
Removes a blendable.
- Parameters:
blendable_object (BlendableInterface) –
- set_constraint_aspect_ratio(constrain_aspect_ratio) None ¶
Set Constraint Aspect Ratio
- Parameters:
constrain_aspect_ratio (bool) –
- 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_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_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) –