unreal.DisplayClusterInFrustumFitCameraComponent¶
- class unreal.DisplayClusterInFrustumFitCameraComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DisplayClusterCameraComponent3D point in space used to project the camera view onto a group of nDisplay viewports. Support projection policies: mpcdi/pfm 2d/a3d, mesh.
C++ Source:
Plugin: nDisplay
Module: DisplayClusterWarp
File: DisplayClusterInFrustumFitCameraComponent.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 scalecamera_projection_mode(DisplayClusterWarpCameraProjectionMode): [Read-Write] Enable special rendering mode for all viewports using this viewpoint.camera_view_target(DisplayClusterWarpCameraViewTarget): [Read-Write] Indicates which camera facing mode is used when frustum fitting the stage geometrycan_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_camera_projection(bool): [Read-Write] Camera projection mode is used.enable_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_camera_actor(CineCameraActor): [Read-Write] deprecated: Use the Camera from the UDisplayClusterCameraComponent insteadexternal_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()show_preview_frustum_fit(bool): [Read-Write] Show additional warped preview meshes before the camera.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_camera_postprocess(bool): [Read-Write] deprecated: Use the bEnablePostProcess from the UDisplayClusterCameraComponent insteaduse_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 external_camera_actor: CineCameraActor¶
[Read-Write] deprecated: Use the Camera from the UDisplayClusterCameraComponent instead
- Type: