unreal.SphereReflectionCaptureComponent¶
- class unreal.SphereReflectionCaptureComponent(outer=None, name='None')¶
Bases:
unreal.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 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] 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_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_value_rgbm(float): [Read-Write] M values for RGBM, it will dynamically be generated by taking the highest RGB value into account. Explictly modifying it will require a Reflection Re-Capture.mobile_reflection_compression(MobileReflectionCompression): [Read-Write] Indicates if the Reflection will be compressed for mobile. If set to default it will take the project wide setting.mobility(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.modify_max_value_rgbm(bool): [Read-Write] Indicates if we want to manually modify the MaxRGBM value.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 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)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()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.