unreal.SceneCaptureComponent2D
¶
- class unreal.SceneCaptureComponent2D(outer=None, name='None')¶
Bases:
unreal.SceneCaptureComponent
Used to capture a ‘snapshot’ of the scene from a single plane and feed it to a render target.
C++ Source:
Module: Engine
File: SceneCaptureComponent2D.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 parentalways_persist_rendering_state
(bool): [Read-Write] Whether to persist the rendering state even if bCaptureEveryFrame==false. This allows velocities for Motion Blur and Temporal AA to be computed.asset_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.camera_cut_this_frame
(bool): [Read-Write] True if we did a camera cut this frame. Automatically reset to false at every capture. This flag affects various things in the renderer (such as whether to use the occlusion queries from last frame, and motion blur). Similar to UPlayerCameraManager::bGameCameraCutThisFrame.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcapture_every_frame
(bool): [Read-Write] Whether to update the capture’s contents every frame. If disabled, the component will render once on load and then only when moved.capture_on_movement
(bool): [Read-Write] Whether to update the capture’s contents on movement. Disable if you are going to capture manually from blueprint.capture_sort_priority
(int32): [Read-Write] Capture priority within the frame to sort scene capture on GPU to resolve interdependencies between multiple capture components. Highest come first.capture_source
(SceneCaptureSource): [Read-Write] Capture Sourceclip_plane_base
(Vector): [Read-Write] Base position for the clip plane, can be any position on the plane.clip_plane_normal
(Vector): [Read-Write] Normal for the plane.component_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.composite_mode
(SceneCaptureCompositeMode): [Read-Write] When enabled, the scene capture will composite into the render target instead of overwriting its contents.consider_unrendered_opaque_pixel_as_fully_translucent
(bool): [Read-Write] Treat unrendered opaque pixels as fully translucent. This is important for effects such as exponential weight fog, so it does not get applied on unrendered opaque pixels.custom_near_clipping_plane
(float): [Read-Write] Set bOverride_CustomNearClippingPlane to true if you want to use a custom clipping plane instead of GNearClippingPlane.custom_projection_matrix
(Matrix): [Read-Write] The custom projection matrix to usedetail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.disable_flip_copy_gles
(bool): [Read-Write] Scene captures render an extra flip pass for LDR color on GLES so that the final output is oriented correctly. This check disabled the extra flip pass, improving performance, but causes the capture to be flipped vertically. (Does not affect scene captures on other non-GLES renderers or with non-LDR output)editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenable_clip_plane
(bool): [Read-Write] Enables a clip plane while rendering the scene capture which is useful for portals. The global clip plane must be enabled in the renderer project settings for this to work.fov_angle
(float): [Read-Write] Camera field of view (in degrees).hidden_actors
(Array(Actor)): [Read-Write] The actors to hide in the scene capture.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 buildslod_distance_factor
(float): [Read-Write] Scales the distance used by LOD. Set to values greater than 1 to cause the scene capture to use lower LODs than the main view to speed up the scene capture pass.max_view_distance_override
(float): [Read-Write] if > 0, sets a maximum render distance override. Can be used to cull distant objects from a reflection if the reflecting plane is in an enclosed area like a hallway or roommobility
(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 deactivatedortho_width
(float): [Read-Write] The desired width (in world units) of the orthographic view (ignored in Perspective mode)override_custom_near_clipping_plane
(bool): [Read-Write] Override Custom Near Clipping Planephysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *post_process_blend_weight
(float): [Read-Write] Range (0.0, 1.0) where 0 indicates no effect, 1 indicates full effect.post_process_settings
(PostProcessSettings): [Read-Write] Post Process Settingsprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentprimitive_render_mode
(SceneCapturePrimitiveRenderMode): [Read-Write] Controls what primitives get rendered into the scene capture.profiling_event_name
(str): [Read-Write] Name of the profiling event.projection_type
(CameraProjectionMode): [Read-Write] Projection Typerelative_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!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()show_flag_settings
(Array(EngineShowFlagsSetting)): [Read-Write] ShowFlags for the SceneCapture’s ViewFamily, to control rendering settings for this view. Hidden but accessible through details customizationshow_only_actors
(Array(Actor)): [Read-Write] The only actors to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList.texture_target
(TextureRenderTarget2D): [Read-Write] Output render target of the scene capture that can be read in materals.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.use_custom_projection_matrix
(bool): [Read-Write] Whether a custom projection matrix will be used during rendering. Use with caution. Does not currently affect cullinguse_ray_tracing_if_enabled
(bool): [Read-Write] Whether to use ray tracing for this capture. Ray Tracing must be enabled in the project.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 camera_cut_this_frame¶
[Read-Write] True if we did a camera cut this frame. Automatically reset to false at every capture. This flag affects various things in the renderer (such as whether to use the occlusion queries from last frame, and motion blur). Similar to UPlayerCameraManager::bGameCameraCutThisFrame.
- Type
(bool)
- capture_scene() → None¶
Render the scene to the texture target immediately. This should not be used if bCaptureEveryFrame is enabled, or the scene capture will render redundantly.
- property clip_plane_base¶
[Read-Write] Base position for the clip plane, can be any position on the plane.
- Type
(Vector)
- property composite_mode¶
[Read-Write] When enabled, the scene capture will composite into the render target instead of overwriting its contents.
- Type
- property consider_unrendered_opaque_pixel_as_fully_translucent¶
[Read-Write] Treat unrendered opaque pixels as fully translucent. This is important for effects such as exponential weight fog, so it does not get applied on unrendered opaque pixels.
- Type
(bool)
- property custom_near_clipping_plane¶
[Read-Write] Set bOverride_CustomNearClippingPlane to true if you want to use a custom clipping plane instead of GNearClippingPlane.
- Type
(float)
- property disable_flip_copy_gles¶
[Read-Write] Scene captures render an extra flip pass for LDR color on GLES so that the final output is oriented correctly. This check disabled the extra flip pass, improving performance, but causes the capture to be flipped vertically. (Does not affect scene captures on other non-GLES renderers or with non-LDR output)
- Type
(bool)
- property enable_clip_plane¶
[Read-Write] Enables a clip plane while rendering the scene capture which is useful for portals. The global clip plane must be enabled in the renderer project settings for this to work.
- Type
(bool)
- property ortho_width¶
[Read-Write] The desired width (in world units) of the orthographic view (ignored in Perspective mode)
- Type
(float)
- property post_process_blend_weight¶
[Read-Write] Range (0.0, 1.0) where 0 indicates no effect, 1 indicates full effect.
- Type
(float)
- property post_process_settings¶
[Read-Write] Post Process Settings
- Type
- property projection_type¶
[Read-Write] Projection Type
- Type
- remove_blendable(blendable_object) → None¶
Removes a blendable.
- Parameters
blendable_object (BlendableInterface) –
- property texture_target¶
[Read-Write] Output render target of the scene capture that can be read in materals.
- Type
- update_content()¶
deprecated: ‘update_content’ was renamed to ‘capture_scene’.