unreal.JumpFloodComponent2D
¶
- class unreal.JumpFloodComponent2D(outer=None, name='None')¶
Bases:
unreal.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] Array of user data stored with the componentauto_activate
(bool): [Read-Write] 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] 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] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] 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] If true, the component will be excluded from non-editor buildsjump_step_material
(MaterialInterface): [Read-Write] Jump Step Materialjump_step_mid
(MaterialInstanceDynamic): [Read-Only] Transient properties (exposed only for debugging reasons) :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 deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates
(bool): [Read-Write] 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¶
[Read-Write] Blur Edges Material
- Type
- property blur_passes¶
[Read-Write] Blur Passes
- Type
(int32)
- 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) –
- Returns
- 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¶
[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¶
[Read-Write] Jump Step Material
- Type
- single_blur_step() → TextureRenderTarget2D¶
Single Blur Step
- Returns
- Return type
- single_jump_step() → TextureRenderTarget2D¶
Single Jump Step
- Returns
- Return type