unreal.CompositingElementPass
¶
- class unreal.CompositingElementPass(outer=None, name='None')¶
Bases:
unreal.Object
UCompositingElementPass
C++ Source:
Plugin: Composure
Module: Composure
File: CompositingElementPasses.h
Editor Properties: (see get_editor_property/set_editor_property)
enabled
(bool): [Read-Write] Enabledpass_name
(Name): [Read-Write] Pass Name
- on_frame_begin(camera_cut_this_frame) → None¶
On Frame Begin
- Parameters
camera_cut_this_frame (bool) –
- release_render_target(assigned_target) → bool¶
, meta = (BlueprintProtected = “true”)
- Parameters
assigned_target (TextureRenderTarget2D) –
- Returns
- Return type
- request_natively_formatted_target(render_scale=1.0) → TextureRenderTarget2D¶
, meta = (BlueprintProtected = “true”)
- Parameters
render_scale (float) –
- Returns
- Return type
- request_render_target(dimensions, format) → TextureRenderTarget2D¶
, meta = (BlueprintProtected = “true”)
- Parameters
dimensions (IntPoint) –
format (TextureRenderTargetFormat) –
- Returns
- Return type