unreal.MoviePipelineGameOverrideSetting¶
- class unreal.MoviePipelineGameOverrideSetting(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MoviePipelineSettingMovie Pipeline Game Override Setting
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineCore
File: MoviePipelineGameOverrideSetting.h
Editor Properties: (see get_editor_property/set_editor_property)
cinematic_quality_settings(bool): [Read-Write] If true, automatically set the engine to the Cinematic Scalability quality settings during render. See the Scalability Reference documentation for information on how to edit cvars to add/change default quality values.disable_hlods(bool): [Read-Write] Should we disable Hierarchical LODs and instead use their real meshes regardless of distance?flush_grass_streaming(bool): [Read-Write] Flushing grass streaming (combined with override view distance scale) prevents visible pop-in/culling of grass instances.flush_streaming_managers(bool): [Read-Write] Experimental. If true flush the streaming managers (Texture Streaming) each frame. Allows Texture Streaming to not have visible pop-in in final frames.game_mode_override(type(Class)): [Read-Write] deprecated: Please use the SoftGameModeOverride property instead.grass_cull_distance_scale(float): [Read-Write] Controls the grass cull distance scale. See grass.CullDistanceScalegrass_density_scale(float): [Read-Write] Controls the grass density scale. See grass.densityScaleoverride_grass_cull_distance_scale(bool): [Read-Write] Should we override the Landscape Grass Cull Distance Scale? Can be used in situations where grass.CullDistanceScale has been set before for in-game performance.override_grass_density_scale(bool): [Read-Write] Should we override the Landscape Grass Density Scale? Can be used in situations where grass.densityScale has been set before for in-game performance.override_view_distance_scale(bool): [Read-Write] Should we override the View Distance Scale? Can be used in situations where MaxDrawDistance has been set before for in-game performance.override_virtual_texture_feedback_factor(bool): [Read-Write] If true then override the virtual texture feedback resolution factor. Otherwise the value from the project renderer settings will be used.shadow_distance_scale(int32): [Read-Write] Scalability option to trade shadow distance versus performance for directional lightsshadow_radius_threshold(float): [Read-Write] Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radiussoft_game_mode_override(Class): [Read-Write] Optional Game Mode to override the map’s default game mode with. This can be useful if the game’s normal mode displays UI elements or loading screens that you don’t want captured.texture_streaming(MoviePipelineTextureStreamingMethod): [Read-Write] Defines which If true, when using texture streaming fully load the required textures each frame instead of loading them in over time. This solves objects being blurry after camera cuts.use_high_quality_shadows(bool): [Read-Write] Should we override shadow-related CVars with some high quality preset settings?use_lod_zero(bool): [Read-Write] Should we try to use the highest quality LOD for meshes and particle systems regardless of distance?view_distance_scale(int32): [Read-Write] Controls the view distance scale. A primitive’s MaxDrawDistance is scaled by this value.virtual_texture_feedback_factor(int32): [Read-Write] The virtual texture feedback resolution factor. A lower factor will increase virtual texture feedback resolution.
- property cinematic_quality_settings: bool¶
[Read-Write] If true, automatically set the engine to the Cinematic Scalability quality settings during render. See the Scalability Reference documentation for information on how to edit cvars to add/change default quality values.
- Type:
(bool)
- property disable_hlods: bool¶
[Read-Write] Should we disable Hierarchical LODs and instead use their real meshes regardless of distance?
- Type:
(bool)
- property flush_grass_streaming: bool¶
[Read-Write] Flushing grass streaming (combined with override view distance scale) prevents visible pop-in/culling of grass instances.
- Type:
(bool)
- property flush_streaming_managers: bool¶
[Read-Write] Experimental. If true flush the streaming managers (Texture Streaming) each frame. Allows Texture Streaming to not have visible pop-in in final frames.
- Type:
(bool)
- property game_mode_override: Class¶
[Read-Write] deprecated: Please use the SoftGameModeOverride property instead.
- property grass_cull_distance_scale: float¶
[Read-Write] Controls the grass cull distance scale. See grass.CullDistanceScale
- Type:
(float)
- property grass_density_scale: float¶
[Read-Write] Controls the grass density scale. See grass.densityScale
- Type:
(float)
- property override_grass_cull_distance_scale: bool¶
[Read-Write] Should we override the Landscape Grass Cull Distance Scale? Can be used in situations where grass.CullDistanceScale has been set before for in-game performance.
- Type:
(bool)
- property override_grass_density_scale: bool¶
[Read-Write] Should we override the Landscape Grass Density Scale? Can be used in situations where grass.densityScale has been set before for in-game performance.
- Type:
(bool)
- property override_view_distance_scale: bool¶
[Read-Write] Should we override the View Distance Scale? Can be used in situations where MaxDrawDistance has been set before for in-game performance.
- Type:
(bool)
- property override_virtual_texture_feedback_factor: bool¶
[Read-Write] If true then override the virtual texture feedback resolution factor. Otherwise the value from the project renderer settings will be used.
- Type:
(bool)
- property shadow_distance_scale: int¶
[Read-Write] Scalability option to trade shadow distance versus performance for directional lights
- Type:
(int32)
- property shadow_radius_threshold: float¶
[Read-Write] Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius
- Type:
(float)
- property soft_game_mode_override: Class¶
[Read-Write] Optional Game Mode to override the map’s default game mode with. This can be useful if the game’s normal mode displays UI elements or loading screens that you don’t want captured.
- Type:
(Class)
- property texture_streaming: MoviePipelineTextureStreamingMethod¶
[Read-Write] Defines which If true, when using texture streaming fully load the required textures each frame instead of loading them in over time. This solves objects being blurry after camera cuts.
- property use_high_quality_shadows: bool¶
[Read-Write] Should we override shadow-related CVars with some high quality preset settings?
- Type:
(bool)
- property use_lod_zero: bool¶
[Read-Write] Should we try to use the highest quality LOD for meshes and particle systems regardless of distance?
- Type:
(bool)