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] Enabled

  • pass_name (Name): [Read-Write] Pass Name

property enabled

[Read-Write] Enabled

Type

(bool)

on_disabled()None

On Disabled

on_enabled()None

On Enabled

on_frame_begin(camera_cut_this_frame)None

On Frame Begin

Parameters

camera_cut_this_frame (bool) –

on_frame_end()None

On Frame End

property pass_name

[Read-Write] Pass Name

Type

(Name)

release_render_target(assigned_target)bool

, meta = (BlueprintProtected = “true”)

Parameters

assigned_target (TextureRenderTarget2D) –

Returns

Return type

bool

request_natively_formatted_target(render_scale=1.0)TextureRenderTarget2D

, meta = (BlueprintProtected = “true”)

Parameters

render_scale (float) –

Returns

Return type

TextureRenderTarget2D

request_render_target(dimensions, format)TextureRenderTarget2D

, meta = (BlueprintProtected = “true”)

Parameters
Returns

Return type

TextureRenderTarget2D

reset()None

Reset