unreal.JumpFloodComponent2D

class unreal.JumpFloodComponent2D(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: ActorComponent

Jump Flood Component 2D

C++ Source:

  • Plugin: Water

  • Module: WaterEditor

  • File: JumpFloodComponent2D.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • blur_edges_material (MaterialInterface): [Read-Write] Blur Edges Material

  • blur_edges_mid (MaterialInstanceDynamic): [Read-Only] Blur Edges MID

  • blur_passes (int32): [Read-Write] Blur Passes

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • completed_blur_passes (int32): [Read-Only] Completed Blur Passes

  • completed_passes (int32): [Read-Only] Completed Passes

  • component_tags (Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • find_edges_material (MaterialInterface): [Read-Write] Find Edges Material

  • find_edges_mid (MaterialInstanceDynamic): [Read-Only] Find Edges MID

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • jump_step_material (MaterialInterface): [Read-Write] Jump Step Material

  • jump_step_mid (MaterialInstanceDynamic): [Read-Only] Jump Step MID: Transient properties (exposed only for debugging reasons) :

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: 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] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • required_passes (int32): [Read-Only] Required Passes

  • rta (TextureRenderTarget2D): [Read-Only] RTA

  • rtb (TextureRenderTarget2D): [Read-Only] RTB

  • use_blur (bool): [Read-Write] Use Blur

assign_render_targets(rta, rtb) None

Assign Render Targets

Parameters:
property blur_edges_material: MaterialInterface

[Read-Write] Blur Edges Material

Type:

(MaterialInterface)

property blur_passes: int

[Read-Write] Blur Passes

Type:

(int32)

create_mi_ds() bool

Create MIDs

Return type:

bool

find_edges(seed_rt, capture_z, curl, use_depth, zx_location_t) TextureRenderTarget2D

Find Edges

Parameters:
Return type:

TextureRenderTarget2D

find_edges_debug(seed_rt, capture_z, curl, dest_rt, z_offset) None

Find Edges Debug

Parameters:
property find_edges_material: MaterialInterface

[Read-Write] Find Edges Material

Type:

(MaterialInterface)

jump_flood(seed_rt, scene_capture_z, curl, use_depth, zx_location_t) None

Jump Flood

Parameters:
property jump_step_material: MaterialInterface

[Read-Write] Jump Step Material

Type:

(MaterialInterface)

single_blur_step() TextureRenderTarget2D

Single Blur Step

Return type:

TextureRenderTarget2D

single_jump_step() TextureRenderTarget2D

Single Jump Step

Return type:

TextureRenderTarget2D

property use_blur: bool

[Read-Write] Use Blur

Type:

(bool)