unreal.MovieGraphRenderPropertyModifier

class unreal.MovieGraphRenderPropertyModifier(outer: Object | None = None, name: Name | str = 'None')

Bases: MovieGraphCollectionModifier

Modifies actor visibility.

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineCore

  • File: MovieGraphRenderLayerSubsystem.h

Editor Properties: (see get_editor_property/set_editor_property)

  • affect_indirect_lighting_while_hidden (bool): [Read-Write] Controls whether the primitive should affect indirect lighting when hidden.

  • cast_shadow_while_hidden (bool): [Read-Write] If true, the primitive will cast shadows even if it is hidden.

  • casts_shadows (bool): [Read-Write] If true, the primitive will cast shadows.

  • holdout (bool): [Read-Write] If true, the primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. This feature requires activating the project setting(s) “Alpha Output”, and “Support Primitive Alpha Holdout” if using the deferred renderer.

  • is_hidden (bool): [Read-Write] If true, the actor will not be visible and will not contribute to any secondary effects (shadows, indirect lighting) unless their respective flags are set below.

  • override_b_affect_indirect_lighting_while_hidden (bool): [Read-Write]

  • override_b_cast_shadow_while_hidden (bool): [Read-Write]

  • override_b_casts_shadows (bool): [Read-Write]

  • override_b_holdout (bool): [Read-Write]

  • override_b_is_hidden (bool): [Read-Write]

  • override_b_process_editor_only_actors (bool): [Read-Write]

  • override_b_visible_in_reflections (bool): [Read-Write]

  • process_editor_only_actors (bool): [Read-Write] If true, this modifier will process editor-only actors (eg, the billboard icons that represent lights). Defaults to false. Generally, processing editor-only actors is a waste of cycles because they will never be shown in a render, and there’s no point in messing with them. However there are some niche cases where they need to be modified (eg, Quick Render). This is not a property exposed to the UI or saved because it’s only meant to be used temporarily (like by scripting; note that bOverride_bProcessEditorOnlyActors still needs to be set).

  • visible_in_reflections (bool): [Read-Write] If true, this component will be visible in ray traced reflections. Screen space traces will ignore this flag, as they directly sample SceneColor.

property affect_indirect_lighting_while_hidden: bool

[Read-Write] Controls whether the primitive should affect indirect lighting when hidden.

Type:

(bool)

property cast_shadow_while_hidden: bool

[Read-Write] If true, the primitive will cast shadows even if it is hidden.

Type:

(bool)

property casts_shadows: bool

[Read-Write] If true, the primitive will cast shadows.

Type:

(bool)

property holdout: bool

[Read-Write] If true, the primitive will render black with an alpha of 0, but all secondary effects (shadows, reflections, indirect lighting) remain. This feature requires activating the project setting(s) “Alpha Output”, and “Support Primitive Alpha Holdout” if using the deferred renderer.

Type:

(bool)

is_hidden() bool

Is Hidden

Return type:

bool

property override_b_affect_indirect_lighting_while_hidden: bool

[Read-Write]

Type:

(bool)

property override_b_cast_shadow_while_hidden: bool

[Read-Write]

Type:

(bool)

property override_b_casts_shadows: bool

[Read-Write]

Type:

(bool)

property override_b_holdout: bool

[Read-Write]

Type:

(bool)

property override_b_is_hidden: bool

[Read-Write]

Type:

(bool)

property override_b_process_editor_only_actors: bool

[Read-Write]

Type:

(bool)

property override_b_visible_in_reflections: bool

[Read-Write]

Type:

(bool)

property process_editor_only_actors: bool

[Read-Write] If true, this modifier will process editor-only actors (eg, the billboard icons that represent lights). Defaults to false. Generally, processing editor-only actors is a waste of cycles because they will never be shown in a render, and there’s no point in messing with them. However there are some niche cases where they need to be modified (eg, Quick Render). This is not a property exposed to the UI or saved because it’s only meant to be used temporarily (like by scripting; note that bOverride_bProcessEditorOnlyActors still needs to be set).

Type:

(bool)

set_hidden(is_hidden) None

~UObject Interface

Parameters:

is_hidden (bool)

property visible_in_reflections: bool

[Read-Write] If true, this component will be visible in ray traced reflections. Screen space traces will ignore this flag, as they directly sample SceneColor.

Type:

(bool)