unreal.CompositingElementTransform

class unreal.CompositingElementTransform(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: CompositingElementPass

Compositing Element Transform

C++ Source:

  • Plugin: Composure

  • Module: Composure

  • File: CompositingElementPasses.h

Editor Properties: (see get_editor_property/set_editor_property)

  • enabled (bool): [Read-Write] Enabled

  • intermediate (bool): [Read-Write] Intermediate: Marks this pass for ‘internal use only’ - prevents it from being exposed to parent elements. When set, render target resources used by this element will be reused. For transforms, all ‘Intermediate’ passes are available to the next transform pass, and released after that.

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

apply_transform(input, post_process_proxy, target_camera) Texture

Apply Transform

Parameters:
Return type:

Texture

find_named_pre_pass_result(pass_lookup_name) Texture

Find Named Pre Pass Result

Parameters:

pass_lookup_name (Name) –

Return type:

Texture

property intermediate: bool

[Read-Only] Intermediate: Marks this pass for ‘internal use only’ - prevents it from being exposed to parent elements. When set, render target resources used by this element will be reused. For transforms, all ‘Intermediate’ passes are available to the next transform pass, and released after that.

Type:

(bool)