unreal.CompositingElementPass
¶
-
class
unreal.
CompositingElementPass
(outer=None, name='None')¶ Bases:
unreal.Object
UCompositingElementPass
C++ Source:
Plugin: Composure
Module: Composure
File: CompositingElementPasses.h
Editor Properties: (see get_editor_property/set_editor_property)
enabled
(bool): [Read-Write] Enabledpass_name
(Name): [Read-Write] Pass Name
-
on_frame_begin
(camera_cut_this_frame) → None¶ On Frame Begin
- Parameters
camera_cut_this_frame (bool) –
-
release_render_target
(assigned_target) → bool¶ , meta = (BlueprintProtected = “true”)
- Parameters
assigned_target (TextureRenderTarget2D) –
- Returns
- Return type
-
request_natively_formatted_target
(render_scale=1.0) → TextureRenderTarget2D¶ , meta = (BlueprintProtected = “true”)
- Parameters
render_scale (float) –
- Returns
- Return type
-
request_render_target
(dimensions, format) → TextureRenderTarget2D¶ , meta = (BlueprintProtected = “true”)
- Parameters
dimensions (IntPoint) –
format (TextureRenderTargetFormat) –
- Returns
- Return type