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 component

  • auto_activate (bool): [Read-Write] 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] 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] 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 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] 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] 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 reset

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

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

  • replicates (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 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

[Read-Write] Blur Edges Material

Type

(MaterialInterface)

property blur_passes

[Read-Write] Blur Passes

Type

(int32)

create_mi_ds()bool

Create MIDs

Returns

Return type

bool

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

Find Edges

Parameters
Returns

Return type

TextureRenderTarget2D

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

Find Edges Debug

Parameters
property find_edges_material

[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

[Read-Write] Jump Step Material

Type

(MaterialInterface)

single_blur_step()TextureRenderTarget2D

Single Blur Step

Returns

Return type

TextureRenderTarget2D

single_jump_step()TextureRenderTarget2D

Single Jump Step

Returns

Return type

TextureRenderTarget2D

property use_blur

[Read-Write] Use Blur

Type

(bool)