unreal.SceneCaptureComponentCube¶
- class unreal.SceneCaptureComponentCube(outer=None, name='None')¶
Bases:
unreal.SceneCaptureComponentUsed to capture a ‘snapshot’ of the scene from a 6 planes and feed it to a render target.
C++ Source:
Module: Engine
File: SceneCaptureComponentCube.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_rotation(bool): [Read-Write] Preserve the rotation of the actor when updating the capture. The default behavior is to capture the cube aligned to the world axis system.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.ipd(float): [Read-Write] IPDis_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.texture_target(TextureRenderTargetCube): [Read-Write] Temporary render target that can be used by the editor.texture_target_left(TextureRenderTargetCube): [Read-Write] Omni-directional Stereo CaptureIf vr.ODSCapture is enabled and both left, right and ODS render targets are set, we’ll ignore the texture target and instead do an omni-directional stereo capture. Warped cube maps will be rendered into the left and right texture targets using the IPD property for stereo offset. We will then reconstruct a stereo lat-long with the left eye stacked on top of the right eye in the ODS target. See: https://developers.google.com/vr/jump/rendering-ods-content.pdf
texture_target_ods(TextureRenderTarget2D): [Read-Write] Texture Target ODStexture_target_right(TextureRenderTargetCube): [Read-Write] Texture Target Rightuse_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 capture_rotation¶
[Read-Write] Preserve the rotation of the actor when updating the capture. The default behavior is to capture the cube aligned to the world axis system.
- 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 texture_target¶
[Read-Write] Temporary render target that can be used by the editor.
- Type
- property texture_target_left¶
[Read-Write] Omni-directional Stereo Capture
If vr.ODSCapture is enabled and both left, right and ODS render targets are set, we’ll ignore the texture target and instead do an omni-directional stereo capture. Warped cube maps will be rendered into the left and right texture targets using the IPD property for stereo offset. We will then reconstruct a stereo lat-long with the left eye stacked on top of the right eye in the ODS target. See: https://developers.google.com/vr/jump/rendering-ods-content.pdf
- Type
- property texture_target_ods¶
[Read-Write] Texture Target ODS
- Type
- property texture_target_right¶
[Read-Write] Texture Target Right
- Type
- update_content()¶
deprecated: ‘update_content’ was renamed to ‘capture_scene’.