unreal.DisplayClusterConfigurationViewport¶
- class unreal.DisplayClusterConfigurationViewport(outer=None, name='None')¶
Bases:
unreal.DisplayClusterConfigurationData_BaseDisplay Cluster Configuration Viewport
C++ Source:
Plugin: nDisplay
Module: DisplayClusterConfiguration
File: DisplayClusterConfigurationTypes_Viewport.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_rendering(bool): [Read-Write] MultiUser : control this viewport renderingcamera(str): [Read-Write] todo:: GUI: Toggle visibility of this property: hide for camera projection policy, and show for otherfixed_aspect_ratio(bool): [Read-Write] Fixed Aspect Ratiogpu_index(int32): [Read-Write] Performance, Multi-GPU: Asign GPU for viewport rendering. The Value ‘-1’ used to default gpu mapping (EYE_LEFT and EYE_RIGHT GPU)icvfx(DisplayClusterConfigurationViewport_ICVFX): [Read-Write] Configure ICVFX for this viewportis_enabled(bool): [Read-Write] Is Enabledis_shared(bool): [Read-Write] Is Sharedis_visible(bool): [Read-Write] Is Visibleocio_configuration(OpenColorIODisplayConfiguration): [Read-Write] OCIO Display look configurationoverlap_order(int32): [Read-Write] Viewport can overlap each other on backbuffer. This value uses to sorting orderpost_process_settings(DisplayClusterConfigurationViewport_PostProcessSettings): [Read-Write] Per viewport post processingprojection_policy(DisplayClusterConfigurationProjection): [Read-Write] Projection Policyregion(DisplayClusterConfigurationRectangle): [Read-Write] Regionrender_settings(DisplayClusterConfigurationViewport_RenderSettings): [Read-Write] Configure render for this viewport
- property icvfx¶
[Read-Only] Configure ICVFX for this viewport