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)

    If the aspect ratio axis constraint (from ULocalPlayer, ALevelSequenceActor, etc.) is set to maintain vertical FOV, the AspectRatio property will be used to convert this property’s value to a vertical FOV.

  • 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. see: 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? see: 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)

If the aspect ratio axis constraint (from ULocalPlayer, ALevelSequenceActor, etc.) is set to maintain vertical FOV, the AspectRatio property will be used to convert this property’s value to a vertical FOV.

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? see: APawn::GetViewRotation()

Type

(bool)