unreal.PostProcessComponent

class unreal.PostProcessComponent(outer=None, name='None')

Bases: unreal.SceneComponent

PostProcessComponent. Enables Post process controls for blueprints.

Will use a parent UShapeComponent to provide volume data if available.

C++ Source:

  • Module: Engine

  • File: PostProcessComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • 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.

  • blend_radius (float): [Read-Write] World space radius around the volume that is used for blending (only if not unbound).

  • blend_weight (float): [Read-Write] 0:no effect, 1:full effect

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • enabled (bool): [Read-Write] Whether this volume is enabled or not.

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • 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

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

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

  • priority (float): [Read-Write] Priority of this volume. In the case of overlapping volumes the one with the highest priority overrides the lower priority ones. The order is undefined if two or more overlapping volumes have the same priority.

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • settings (PostProcessSettings): [Read-Write] Post process settings to use for this volume.

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • unbound (bool): [Read-Write] set this to false to use the parent shape component as volume bounds. True affects the whole world regardless.

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

add_or_update_blendable(blendable_object, weight=1.0)None

Adds an Blendable (implements IBlendableInterface) to the array of Blendables (if it doesn’t exist) and update the weight

Parameters
  • blendable_object (BlendableInterface) –

  • weight (float) –

property blend_radius

[Read-Write] World space radius around the volume that is used for blending (only if not unbound).

Type

(float)

property blend_weight

no effect, 1:full effect

Type

(float)

Type

[Read-Write] 0

property enabled

[Read-Write] Whether this volume is enabled or not.

Type

(bool)

property priority

[Read-Write] Priority of this volume. In the case of overlapping volumes the one with the highest priority overrides the lower priority ones. The order is undefined if two or more overlapping volumes have the same priority.

Type

(float)

property settings

[Read-Write] Post process settings to use for this volume.

Type

(PostProcessSettings)

property unbound

[Read-Write] set this to false to use the parent shape component as volume bounds. True affects the whole world regardless.

Type

(bool)