unreal.DisplayClusterCameraComponent¶
- class unreal.DisplayClusterCameraComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
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] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.base_gizmo_scale(Vector): [Read-Write] Base gizmo scalecan_ever_affect_navigation(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.detail_mode(DetailMode): [Read-Write] Set the required detail level of this component. It will be deleted or made invisible if the world’s detail level is higher, based on platform and scalability settings. For example, a detail mode of High may prevent this component from loading on mobile platforms.editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenable_depth_of_field(bool): [Read-Write] Enable the DoF PP settings from the specified camera.enable_gizmo(bool): [Read-Write] Gizmo visibilityenable_icvfx_color_grading(bool): [Read-Write] Use the DC ColorGrading from the specified ICVFX camera.enable_icvfx_depth_of_field_compensation(bool): [Read-Write] Use the DC Depth-Of-Field settings from the specified ICVFX camera.enable_icvfx_motion_blur(bool): [Read-Write] Use the DC Motion Blur settings from the specified ICVFX camera.enable_near_clipping_plane(bool): [Read-Write] Use the NearClippingPlane value from the specified cine camera.enable_post_process(bool): [Read-Write] Use the PP settings from the specified camera.external_cine_camera_actor(CineCameraActor): [Read-Write] Use a specific actor camera instead of a game camera.follow_camera_position(bool): [Read-Write] Use camera position for rendering instead of RootActor.gizmo_scale_multiplier(float): [Read-Write] Gizmo scale multiplierhidden_in_game(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.icvfx_camera_component_name(str): [Read-Write] The name of the camera component that is used as the PP source.interpupillary_distance(float): [Read-Write]is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmobility(ComponentMobility): [Read-Write] 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] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedphysics_volume_changed_delegate(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrelative_location(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicate_using_registered_sub_object_list(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates(bool): [Read-Write] 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] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()stereo_offset(DisplayClusterEyeStereoOffset): [Read-Write]swap_eyes(bool): [Read-Write]target_camera_type(DisplayClusterTargetCameraType): [Read-Write] Type of source camera used.use_attach_parent_bound(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.use_icvfx_camera_component_tracking(bool): [Read-Write]visible(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- property enable_depth_of_field: bool¶
[Read-Write] Enable the DoF PP settings from the specified camera.
- Type:
(bool)
- property enable_icvfx_color_grading: bool¶
[Read-Write] Use the DC ColorGrading from the specified ICVFX camera.
- Type:
(bool)
- property enable_icvfx_depth_of_field_compensation: bool¶
[Read-Write] Use the DC Depth-Of-Field settings from the specified ICVFX camera.
- Type:
(bool)
- property enable_icvfx_motion_blur: bool¶
[Read-Write] Use the DC Motion Blur settings from the specified ICVFX camera.
- Type:
(bool)
- property enable_near_clipping_plane: bool¶
[Read-Write] Use the NearClippingPlane value from the specified cine camera.
- Type:
(bool)
- property enable_post_process: bool¶
[Read-Write] Use the PP settings from the specified camera.
- Type:
(bool)
- property external_cine_camera_actor: CineCameraActor¶
[Read-Write] Use a specific actor camera instead of a game camera.
- Type:
- property follow_camera_position: bool¶
[Read-Write] Use camera position for rendering instead of RootActor.
- Type:
(bool)
- 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:
- property icvfx_camera_component_name: str¶
[Read-Write] The name of the camera component that is used as the PP source.
- Type:
(str)
- 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)
- set_swap_eyes(swap_eyes) None¶
Set swap eyes state
- Parameters:
swap_eyes (bool) – New eyes swap state. False - normal eyes left|right, true - swapped eyes right|left
- property target_camera_type: DisplayClusterTargetCameraType¶
[Read-Write] Type of source camera used.
- Type: