unreal.CompositeLayerSceneCapture¶
- class unreal.CompositeLayerSceneCapture(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CompositeLayerBaseLayer for scene capture (or custom render pass) render integration.
C++ Source:
Plugin: Composite
Module: Composite
File: CompositeLayerSceneCapture.h
Editor Properties: (see get_editor_property/set_editor_property)
actors(Array[Actor]): [Read-Write] List of actors to be rendered from the scene capture.Automatically sets the scene capture’s ShowOnlyComponents when updated.
custom_render_pass(bool): [Read-Write] Convenience toggle to render the scene capture as a fast/minimal Custom Render Pass, inlined in the main render & without support for lighting.Automatically sets the scene capture’s CaptureSource, bRenderInMainRenderer & bIgnoreScreenPercentage when updated.
is_enabled(bool): [Read-Write] Whether or not the pass is enabled.layer_passes(Array[CompositePassBase]): [Read-Write] Sub-passes applied during post-processing.name(str): [Read-Write] Pass layer name.operation(CompositeCoreMergeOp): [Read-Write] Merge operation applied on Input0 with Input1.visible_in_scene_capture_only(bool): [Read-Write] Visibility setting applied to registered actors. By default, registered meshes will only be visible in scene captures and no longer in the main render.
- property actors: None¶
[Read-Write] List of actors to be rendered from the scene capture.
Automatically sets the scene capture’s ShowOnlyComponents when updated.
- property custom_render_pass: bool¶
[Read-Write] Convenience toggle to render the scene capture as a fast/minimal Custom Render Pass, inlined in the main render & without support for lighting.
Automatically sets the scene capture’s CaptureSource, bRenderInMainRenderer & bIgnoreScreenPercentage when updated.
- Type:
(bool)