unreal.JumpFloodComponent2D¶
- class unreal.JumpFloodComponent2D(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
ActorComponentJump 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 componentauto_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 Materialblur_edges_mid(MaterialInstanceDynamic): [Read-Only] Blur Edges MIDblur_passes(int32): [Read-Write] Blur Passescan_ever_affect_navigation(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcompleted_blur_passes(int32): [Read-Only] Completed Blur Passescompleted_passes(int32): [Read-Only] Completed Passescomponent_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 classfind_edges_material(MaterialInterface): [Read-Write] Find Edges Materialfind_edges_mid(MaterialInstanceDynamic): [Read-Only] Find Edges MIDis_editor_only(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildsjump_step_material(MaterialInterface): [Read-Write] Jump Step Materialjump_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 reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicate_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 Passesrta(TextureRenderTarget2D): [Read-Only] RTArtb(TextureRenderTarget2D): [Read-Only] RTBuse_blur(bool): [Read-Write] Use Blur
- assign_render_targets(rta, rtb) None¶
Assign Render Targets
- Parameters:
rta (TextureRenderTarget2D) –
rtb (TextureRenderTarget2D) –
- property blur_edges_material: MaterialInterface¶
[Read-Write] Blur Edges Material
- Type:
- find_edges(seed_rt, capture_z, curl, use_depth, zx_location_t) TextureRenderTarget2D¶
Find Edges
- Parameters:
seed_rt (TextureRenderTarget2D) –
capture_z (float) –
curl (LinearColor) –
use_depth (bool) –
zx_location_t (float) –
- Return type:
- find_edges_debug(seed_rt, capture_z, curl, dest_rt, z_offset) None¶
Find Edges Debug
- Parameters:
seed_rt (TextureRenderTarget2D) –
capture_z (float) –
curl (LinearColor) –
dest_rt (TextureRenderTarget2D) –
z_offset (float) –
- property find_edges_material: MaterialInterface¶
[Read-Write] Find Edges Material
- Type:
- jump_flood(seed_rt, scene_capture_z, curl, use_depth, zx_location_t) None¶
Jump Flood
- Parameters:
seed_rt (TextureRenderTarget2D) –
scene_capture_z (float) –
curl (LinearColor) –
use_depth (bool) –
zx_location_t (float) –
- property jump_step_material: MaterialInterface¶
[Read-Write] Jump Step Material
- Type:
- single_blur_step() TextureRenderTarget2D¶
Single Blur Step
- Return type:
- single_jump_step() TextureRenderTarget2D¶
Single Jump Step
- Return type: