unreal.MoviePipelineGameOverrideSetting
¶
-
class
unreal.
MoviePipelineGameOverrideSetting
(outer=None, name='None')¶ Bases:
unreal.MoviePipelineSetting
Movie Pipeline Game Override Setting
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineCore
File: MoviePipelineGameOverrideSetting.h
Editor Properties: (see get_editor_property/set_editor_property)
cinematic_quality_settings
(bool): [Read-Write] If true, automatically set the engine to the Cinematic Scalability quality settings during render. See the Scalability Reference documentation for information on how to edit cvars to add/change default quality values.disable_gpu_timeout
(bool): [Read-Write] Should we disable the GPU Timeout? Currently only applicable when using D3D12 renderer.disable_hlo_ds
(bool): [Read-Write] Should we disable Hierarchical LODs and instead use their real meshes regardless of distance?game_mode_override
(type(Class)): [Read-Write] Optional Game Mode to override the map’s default game mode with. This can be useful if the game’s normal mode displays UI elements or loading screens that you don’t want captured.override_view_distance_scale
(bool): [Read-Write] Should we override the View Distance Scale? Can be used in situations where MaxDrawDistance has been set before for in-game performance.shadow_distance_scale
(int32): [Read-Write] Scalability option to trade shadow distance versus performance for directional lightsshadow_radius_threshold
(float): [Read-Write] Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radiustexture_streaming
(MoviePipelineTextureStreamingMethod): [Read-Write] Defines which If true, when using texture streaming fully load the required textures each frame instead of loading them in over time. This solves objects being blurry after camera cuts.use_high_quality_shadows
(bool): [Read-Write] Should we override shadow-related CVars with some high quality preset settings?use_lod_zero
(bool): [Read-Write] Should we try to use the highest quality LOD for meshes and particle systems regardless of distance?view_distance_scale
(int32): [Read-Write] Controls the view distance scale. A primitive’s MaxDrawDistance is scaled by this value.
-
property
cinematic_quality_settings
¶ [Read-Write] If true, automatically set the engine to the Cinematic Scalability quality settings during render. See the Scalability Reference documentation for information on how to edit cvars to add/change default quality values.
- Type
(bool)
-
property
disable_gpu_timeout
¶ [Read-Write] Should we disable the GPU Timeout? Currently only applicable when using D3D12 renderer.
- Type
(bool)
-
property
disable_hlo_ds
¶ [Read-Write] Should we disable Hierarchical LODs and instead use their real meshes regardless of distance?
- Type
(bool)
-
property
game_mode_override
¶ [Read-Write] Optional Game Mode to override the map’s default game mode with. This can be useful if the game’s normal mode displays UI elements or loading screens that you don’t want captured.
-
property
override_view_distance_scale
¶ [Read-Write] Should we override the View Distance Scale? Can be used in situations where MaxDrawDistance has been set before for in-game performance.
- Type
(bool)
-
property
shadow_distance_scale
¶ [Read-Write] Scalability option to trade shadow distance versus performance for directional lights
- Type
(int32)
-
property
shadow_radius_threshold
¶ [Read-Write] Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius
- Type
(float)
-
property
texture_streaming
¶ [Read-Write] Defines which If true, when using texture streaming fully load the required textures each frame instead of loading them in over time. This solves objects being blurry after camera cuts.
-
property
use_high_quality_shadows
¶ [Read-Write] Should we override shadow-related CVars with some high quality preset settings?
- Type
(bool)
-
property
use_lod_zero
¶ [Read-Write] Should we try to use the highest quality LOD for meshes and particle systems regardless of distance?
- Type
(bool)
-
property
view_distance_scale
¶ [Read-Write] Controls the view distance scale. A primitive’s MaxDrawDistance is scaled by this value.
- Type
(int32)