unreal.DisplayClusterConfigurationViewport_ICVFX¶
- class unreal.DisplayClusterConfigurationViewport_ICVFX(allow_icvfx: bool = False, allow_inner_frustum: bool = False, camera_render_mode: DisplayClusterConfigurationICVFX_OverrideCameraRenderMode = Ellipsis, lightcard_render_mode: DisplayClusterConfigurationICVFX_OverrideLightcardRenderMode = Ellipsis, override_chromakey_type: DisplayClusterConfigurationICVFX_OverrideChromakeyType = Ellipsis, per_camera_override_chromakey_type: None = {}, reverse_camera_priority: bool = False)¶
Bases:
StructBaseUnique ICVFX customisation for each viewport.
Must be processed in UDisplayClusterConfigurationViewport::GetViewportICVFXFlags(). This will result in some EDisplayClusterViewportICVFXFlags being raised.
C++ Source:
Plugin: nDisplay
Module: DisplayClusterConfiguration
File: DisplayClusterConfigurationTypes_Viewport.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_icvfx(bool): [Read-Write] Enable in-camera VFX for this Viewport (works only with supported Projection Policies)allow_inner_frustum(bool): [Read-Write] Allow the inner frustum to appear on this Viewportcamera_render_mode(DisplayClusterConfigurationICVFX_OverrideCameraRenderMode): [Read-Write] Disable incamera render to this viewportlightcard_render_mode(DisplayClusterConfigurationICVFX_OverrideLightcardRenderMode): [Read-Write] Use unique lightcard mode for this viewportoverride_chromakey_type(DisplayClusterConfigurationICVFX_OverrideChromakeyType): [Read-Write] Use unique chromakey type for this viewportper_camera_override_chromakey_type(Map[str, DisplayClusterConfigurationICVFX_OverrideChromakeyType]): [Read-Write] Determines the chromakey override per-camera in this viewport.reverse_camera_priority(bool): [Read-Write] The order in which the ICVFX cameras are composited over is reversed. Useful for time-multiplexed displays.
- property allow_icvfx: bool¶
[Read-Write] Enable in-camera VFX for this Viewport (works only with supported Projection Policies)
- Type:
(bool)
- property allow_inner_frustum: bool¶
[Read-Write] Allow the inner frustum to appear on this Viewport
- Type:
(bool)
- property camera_render_mode: DisplayClusterConfigurationICVFX_OverrideCameraRenderMode¶
[Read-Write] Disable incamera render to this viewport
- property lightcard_render_mode: DisplayClusterConfigurationICVFX_OverrideLightcardRenderMode¶
[Read-Write] Use unique lightcard mode for this viewport
- property override_chromakey_type: DisplayClusterConfigurationICVFX_OverrideChromakeyType¶
[Read-Write] Use unique chromakey type for this viewport