unreal.DisplayClusterCameraComponent¶
- class unreal.DisplayClusterCameraComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent3D point in space used to render nDisplay viewports from
C++ Source:
Plugin: nDisplay
Module: DisplayCluster
File: DisplayClusterCameraComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location(bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.base_gizmo_scale(Vector): [Read-Write] Base Gizmo Scale: Base gizmo scalecan_ever_affect_navigation(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.detail_mode(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classenable_gizmo(bool): [Read-Write] Enable Gizmo: Gizmo visibilitygizmo_scale_multiplier(float): [Read-Write] Gizmo Scale Multiplier: Gizmo scale multiplierhidden_in_game(bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.interpupillary_distance(float): [Read-Write] Interpupillary Distanceis_editor_only(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildsmobility(ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.on_component_activated(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedphysics_volume_changed_delegate(PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *primary_component_tick(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentrelative_location(Vector): [Read-Write] Relative Location: Location of the component relative to its parentrelative_rotation(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_scale3d(Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!should_update_physics_volume(bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()stereo_offset(DisplayClusterEyeStereoOffset): [Read-Write] Stereo Offsetswap_eyes(bool): [Read-Write] Swap Eyesuse_attach_parent_bound(bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.visible(bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- get_interpupillary_distance() float¶
Get interpupillary distance
- Returns
Interpupillary distance
- Return type
- get_stereo_offset() DisplayClusterEyeStereoOffset¶
Get stereo offset type
- Returns
Current forced stereo offset type
- Return type
- get_swap_eyes() bool¶
Get swap eyes state
- Returns
Eyes swap state. False - normal eyes left|right, true - swapped eyes right|left
- Return type
- set_interpupillary_distance(distance) None¶
Set interpupillary distance
- Parameters
distance (float) – New interpupillary distance
- set_stereo_offset(stereo_offset) None¶
Set stereo offset type
- Parameters
stereo_offset (DisplayClusterEyeStereoOffset) –