unreal.ReflectionCaptureComponent

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

Bases: unreal.SceneComponent

-> will be exported to EngineDecalClasses.h

C++ Source:

  • Module: Engine

  • File: ReflectionCaptureComponent.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

  • 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.

  • 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 navigation

  • capture_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 class

  • 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

  • max_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 reset

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

  • physics_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 Component

  • reflection_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 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():

  • 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.

property brightness

[Read-Only] A brightness control to scale the captured scene’s reflection intensity.

Type

(float)

property capture_offset

[Read-Write] World space offset to apply before capturing.

Type

(Vector)

property cubemap

[Read-Only] Cubemap to use for reflection if ReflectionSourceType is set to RS_SpecifiedCubemap.

Type

(TextureCube)

property max_value_rgbm

[Read-Only] 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.

Type

(float)

property mobile_reflection_compression

[Read-Only] Indicates if the Reflection will be compressed for mobile. If set to default it will take the project wide setting.

Type

(MobileReflectionCompression)

property modify_max_value_rgbm

[Read-Only] Indicates if we want to manually modify the MaxRGBM value.

Type

(bool)

property reflection_source_type

[Read-Only] Indicates where to get the reflection source from.

Type

(ReflectionSourceType)

property source_cubemap_angle

[Read-Only] Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.

Type

(float)