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 parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_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.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 effectcan_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_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 classenabled
(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 buildsmobility
(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 reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedphysics_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 Componentpriority
(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 parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_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 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