unreal.CompositingElementPass¶
- class unreal.CompositingElementPass(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectUCompositingElementPass
C++ Source:
Plugin: Composure
Module: Composure
File: CompositingElementPasses.h
Editor Properties: (see get_editor_property/set_editor_property)
enabled(bool): [Read-Write]pass_name(Name): [Read-Write]
- release_render_target(assigned_target) bool¶
, meta = (BlueprintProtected = “true”)
- Parameters:
assigned_target (TextureRenderTarget2D)
- Return type:
- request_natively_formatted_target(render_scale=1.000000) TextureRenderTarget2D¶
, meta = (BlueprintProtected = “true”)
- Parameters:
render_scale (float)
- Return type:
- request_render_target(dimensions, format) TextureRenderTarget2D¶
, meta = (BlueprintProtected = “true”)
- Parameters:
dimensions (IntPoint)
format (TextureRenderTargetFormat)
- Return type: