unreal.SphereReflectionCaptureComponent¶
- class unreal.SphereReflectionCaptureComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ReflectionCaptureComponent-> will be exported to EngineDecalClasses.h
C++ Source:
Module: Engine
File: SphereReflectionCaptureComponent.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 componentasset_user_data_editor_only(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.brightness(float): [Read-Write] A brightness control to scale the captured scene’s reflection intensity.can_ever_affect_navigation(bool): [Read-Write] Whether this component can potentially influence navigationcapture_offset(Vector): [Read-Write] World space offset to apply before capturing.component_tags(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.cubemap(TextureCube): [Read-Write] Cubemap to use for reflection if ReflectionSourceType is set to RS_SpecifiedCubemap.detail_mode(DetailMode): [Read-Write] Set the required detail level of this component. It will be deleted or made invisible if the world’s detail level is higher, based on platform and scalability settings. For example, a detail mode of High may prevent this component from loading on mobile platforms.editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classfinite_far_plane(bool): [Read-Write] When true, the runtime capture renders with a finite far clipping plane. Requires MaxViewDistance > 0 to take effect. Useful to exclude distant geometry such as translucent Sky from the captured cubemap, to prevent it from overwriting sky cubemap pixels.hidden_in_game(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.influence_radius(float): [Read-Write] Radius of the area that can receive reflections from this capture.is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmax_view_distance(float): [Read-Write] if > 0, sets a maximum render distance override. Can be used to cull distant objects if in an enclosed area like a hallway or room.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 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 *post_process_material(MaterialInterface): [Read-Write] Post process material applied to runtime reflection captures. Must use Blendable Location “Scene Color Before Bloom”.primary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreflection_source_type(ReflectionSourceType): [Read-Write] Indicates where to get the reflection source from.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)replicate_using_registered_sub_object_list(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!runtime_capture(bool): [Read-Write] Reflection capture is generated at runtime. If CVar r.ReflectionCapture.Runtime==2, all captures are runtime, regardless of this setting.runtime_skylight_scale(LinearColor): [Read-Write] Skylight scale factor applied to runtime reflection capture. Represents amount of sky light to leak where the sky isn’t otherwise visible (so pitch black areas have some light).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()source_cubemap_angle(float): [Read-Write] Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.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.