unreal.CameraComponent

class unreal.CameraComponent(outer=None, name='None')

Bases: unreal.SceneComponent

Represents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides. The default behavior for an actor used as the camera view target is to look for an attached camera component and use its location, rotation, and settings.

C++ Source:

  • Module: Engine

  • File: CameraComponent.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 parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • aspect_ratio (float): [Read-Write] Aspect Ratio (Width/Height)

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • camera_mesh (StaticMesh): [Read-Write] Camera Mesh

  • camera_mesh_hidden_in_game (bool): [Read-Write] If the camera mesh is visible in game. Only relevant when running editor builds.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • constrain_aspect_ratio (bool): [Read-Write] If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.

  • 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 class

  • field_of_view (float): [Read-Write] The horizontal field of view (in degrees) in perspective mode (ignored in Orthographic mode)

  • 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 builds

  • lock_to_hmd (bool): [Read-Write] True if the camera’s orientation and position should be locked to the HMD

  • 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 reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • ortho_far_clip_plane (float): [Read-Write] The far plane distance of the orthographic view (in world units)

  • ortho_near_clip_plane (float): [Read-Write] The near plane distance of the orthographic view (in world units)

  • ortho_width (float): [Read-Write] The desired width (in world units) of the orthographic view (ignored in Perspective mode)

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • post_process_blend_weight (float): [Read-Write] Indicates if PostProcessSettings should be used when using this Camera to view through.

  • post_process_settings (PostProcessSettings): [Read-Write] Post process settings to use for this camera. Don’t forget to check the properties you want to override

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • projection_mode (CameraProjectionMode): [Read-Write] The type of camera

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_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. GetPhysicsVolume():

  • 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_field_of_view_for_lod (bool): [Read-Write] If true, account for the field of view angle when computing which level of detail to use for meshes.

  • use_pawn_control_rotation (bool): [Read-Write] If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? APawn::GetViewRotation():

  • 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 aspect_ratio

[Read-Write] Aspect Ratio (Width/Height)

Type

(float)

property b_use_controller_view_rotation

‘b_use_controller_view_rotation’ was renamed to ‘use_pawn_control_rotation’.

Type

deprecated

property b_use_pawn_view_rotation

‘b_use_pawn_view_rotation’ was renamed to ‘use_pawn_control_rotation’.

Type

deprecated

property camera_mesh

[Read-Write] Camera Mesh

Type

(StaticMesh)

property camera_mesh_hidden_in_game

[Read-Write] If the camera mesh is visible in game. Only relevant when running editor builds.

Type

(bool)

property constrain_aspect_ratio

[Read-Write] If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.

Type

(bool)

property field_of_view

[Read-Write] The horizontal field of view (in degrees) in perspective mode (ignored in Orthographic mode)

Type

(float)

get_camera_view(delta_time)MinimalViewInfo

Returns camera’s Point of View. Called by Camera class. Subclass and postprocess to add any effects.

Parameters

delta_time (float) –

Returns

desired_view (MinimalViewInfo):

Return type

MinimalViewInfo

property lock_to_hmd

[Read-Write] True if the camera’s orientation and position should be locked to the HMD

Type

(bool)

property ortho_far_clip_plane

[Read-Write] The far plane distance of the orthographic view (in world units)

Type

(float)

property ortho_near_clip_plane

[Read-Write] The near plane distance of the orthographic view (in world units)

Type

(float)

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] Indicates if PostProcessSettings should be used when using this Camera to view through.

Type

(float)

property post_process_settings

[Read-Write] Post process settings to use for this camera. Don’t forget to check the properties you want to override

Type

(PostProcessSettings)

property projection_mode

[Read-Write] The type of camera

Type

(CameraProjectionMode)

remove_blendable(blendable_object)None

Removes a blendable.

Parameters

blendable_object (BlendableInterface) –

set_aspect_ratio(aspect_ratio)None

Set Aspect Ratio

Parameters

aspect_ratio (float) –

set_constraint_aspect_ratio(constrain_aspect_ratio)None

Set Constraint Aspect Ratio

Parameters

constrain_aspect_ratio (bool) –

set_field_of_view(field_of_view)None

Set Field Of View

Parameters

field_of_view (float) –

set_ortho_far_clip_plane(ortho_far_clip_plane)None

Set Ortho Far Clip Plane

Parameters

ortho_far_clip_plane (float) –

set_ortho_near_clip_plane(ortho_near_clip_plane)None

Set Ortho Near Clip Plane

Parameters

ortho_near_clip_plane (float) –

set_ortho_width(ortho_width)None

Set Ortho Width

Parameters

ortho_width (float) –

set_post_process_blend_weight(post_process_blend_weight)None

Set Post Process Blend Weight

Parameters

post_process_blend_weight (float) –

set_projection_mode(projection_mode)None

Set Projection Mode

Parameters

projection_mode (CameraProjectionMode) –

set_use_field_of_view_for_lod(use_field_of_view_for_lod)None

Set Use Field Of View for LOD

Parameters

use_field_of_view_for_lod (bool) –

property use_field_of_view_for_lod

[Read-Write] If true, account for the field of view angle when computing which level of detail to use for meshes.

Type

(bool)

property use_pawn_control_rotation

[Read-Write] If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? APawn::GetViewRotation():

Type

(bool)