unreal.CompositeLayerBase

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

Bases: CompositePassBase

Base 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 pass

  • is_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:

(Array[CompositePassBase])

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:

(CompositeCoreMergeOp)