unreal.CameraModifier
¶
- class unreal.CameraModifier(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
A CameraModifier is a base class for objects that may adjust the final camera properties after being computed by the APlayerCameraManager ( see: ModifyCamera). A CameraModifier can be stateful, and is associated uniquely with a specific APlayerCameraManager.
C++ Source:
Module: Engine
File: CameraModifier.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha
(float): [Read-Write] Current blend alpha.alpha_in_time
(float): [Read-Write] When blending in, alpha proceeds from 0 to 1 over this timealpha_out_time
(float): [Read-Write] When blending out, alpha proceeds from 1 to 0 over this timecamera_owner
(PlayerCameraManager): [Read-Write] Camera this object is associated with.debug
(bool): [Read-Write] If true, enables certain debug visualization features.exclusive
(bool): [Read-Write] If true, no other modifiers of same priority allowed.priority
(uint8): [Read-Write] Priority value that determines the order in which modifiers are applied. 0 = highest priority, 255 = lowest.
- property alpha_in_time: float¶
[Read-Only] When blending in, alpha proceeds from 0 to 1 over this time
- Type:
(float)
- property alpha_out_time: float¶
[Read-Only] When blending out, alpha proceeds from 1 to 0 over this time
- Type:
(float)
- blueprint_modify_camera(delta_time, view_location, view_rotation, fov) -> (new_view_location=Vector, new_view_rotation=Rotator, new_fov=float)¶
Called per tick that the modifier is active to allow Blueprinted modifiers to modify the camera’s transform. Scaling by Alpha happens after this in code, so no need to deal with that in the blueprint.
- Parameters:
- Returns:
new_view_location (Vector): (out) The modified camera location.
new_view_rotation (Rotator): (out) The modified camera rotation.
new_fov (float): (out) The modified camera FOV.
- Return type:
tuple
- blueprint_modify_post_process(delta_time) -> (post_process_blend_weight=float, post_process_settings=PostProcessSettings)¶
Called per tick that the modifier is active to allow Blueprinted modifiers to modify the camera’s postprocess effects. Scaling by Alpha happens after this in code, so no need to deal with that in the blueprint.
- Parameters:
delta_time (float) – Change in time since last update
- Returns:
post_process_blend_weight (float): (out) Blend weight applied to the entire postprocess structure.
post_process_settings (PostProcessSettings): (out) Post process structure defining what settings and values to override.
- Return type:
tuple
- property camera_owner: PlayerCameraManager¶
[Read-Only] Camera this object is associated with.
- Type:
- disable_modifier(immediate=False) None ¶
Disables this modifier.
- Parameters:
immediate (bool) – true to disable with no blend out, false (default) to allow blend out
- property exclusive: bool¶
[Read-Only] If true, no other modifiers of same priority allowed.
- Type:
(bool)