unreal.SceneCaptureComponent
¶
- class unreal.SceneCaptureComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent
-> will be exported to EngineDecalClasses.h
C++ Source:
Module: Engine
File: SceneCaptureComponent.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.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 Sourcecomponent_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 classhidden_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 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 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.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!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.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_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.
- property always_persist_rendering_state¶
[Read-Write] Whether to persist the rendering state even if bCaptureEveryFrame==false. This allows velocities for Motion Blur and Temporal AA to be computed.
- Type
(bool)
- property capture_every_frame¶
[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.
- Type
(bool)
- property capture_on_movement¶
[Read-Write] Whether to update the capture’s contents on movement. Disable if you are going to capture manually from blueprint.
- Type
(bool)
- property capture_sort_priority¶
[Read-Only] Capture priority within the frame to sort scene capture on GPU to resolve interdependencies between multiple capture components. Highest come first.
- Type
(int32)
- property capture_source¶
[Read-Write] Capture Source
- Type
Clears the hidden list.
- hide_actor_components(actor, include_from_child_actors=False) → None¶
Adds all primitive components in the actor to our list of hidden components.
- hide_component(component) → None¶
Adds the component to our list of hidden components.
- Parameters
component (PrimitiveComponent) –
- property max_view_distance_override¶
[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 room
- Type
(float)
- property primitive_render_mode¶
[Read-Write] Controls what primitives get rendered into the scene capture.
- remove_show_only_actor_components(actor, include_from_child_actors=False) → None¶
Removes an actor’s components from the Show Only list.
- remove_show_only_component(component) → None¶
Removes a component from the Show Only list.
- Parameters
component (PrimitiveComponent) –
- set_capture_sort_priority(new_capture_sort_priority) → None¶
Changes the value of TranslucentSortPriority.
- Parameters
new_capture_sort_priority (int32) –
- property show_flag_settings¶
[Read-Write] ShowFlags for the SceneCapture’s ViewFamily, to control rendering settings for this view. Hidden but accessible through details customization
- Type
- show_only_actor_components(actor, include_from_child_actors=False) → None¶
Adds all primitive components in the actor to our list of show-only components.
- property show_only_actors¶
[Read-Write] The only actors to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList.
- show_only_component(component) → None¶
Adds the component to our list of show-only components.
- Parameters
component (PrimitiveComponent) –