unreal.CompositingPostProcessPass

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

Bases: CompositingElementTransform

Compositing Post Process Pass

C++ Source:

  • Plugin: Composure

  • Module: Composure

  • File: CompositingElementTransforms.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

  • post_process_passes (Array[ComposurePostProcessPassPolicy]): [Read-Write] Post Process Passes

  • render_scale (float): [Read-Write] Render Scale

property post_process_passes: Array[ComposurePostProcessPassPolicy]

[Read-Only] Post Process Passes

Type:

(Array[ComposurePostProcessPassPolicy])

property render_scale: float

[Read-Only] Render Scale

Type:

(float)