unreal.CompositeLayerBase¶
- class unreal.CompositeLayerBase(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CompositePassBaseBase class for a composite layer: a named unit that merges an input into the composite stack and runs sub-passes on it. Subclasses spawn a per-frame render proxy via GetProxy() and own a list of UCompositePassBase to apply after merging.
C++ Source:
Plugin: Composite
Module: Composite
File: CompositeLayerBase.h
Editor Properties: (see get_editor_property/set_editor_property)
display_name(str): [Read-Write] The display name of the passis_enabled(bool): [Read-Write] Whether or not the pass is active.layer_passes(Array[CompositePassBase]): [Read-Write] Sub-passes applied to this layer’s input before it is merged into the composite stack.name(str): [Read-Write] Deprecated layer display name, use UCompositePassBase::DisplayName. deprecated: Use DisplayName instead.operation(CompositeCoreMergeOp): [Read-Write] Merge operation applied on Input0 with Input1.
- property layer_passes: None¶
[Read-Write] Sub-passes applied to this layer’s input before it is merged into the composite stack.
- Type:
- property name: str¶
[Read-Write] Deprecated layer display name, use UCompositePassBase::DisplayName. deprecated: Use DisplayName instead.
- Type:
(str)
- property operation: CompositeCoreMergeOp¶
[Read-Write] Merge operation applied on Input0 with Input1.
- Type: