unreal.ComposureLibrary

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

Bases: unreal.BlueprintFunctionLibrary

Composure Blueprint Library

C++ Source:

  • Plugin: Composure

  • Module: Composure

  • File: ComposureBlueprintLibrary.h

classmethod attach_composure_element(parent_name, child_name)bool

Attach one composure element as the child to another composure element in the scene.

Parameters
  • parent_name (Name) – The name of the parent composure element.

  • child_name (Name) – The name of the child composure element.

Returns

bool Whether the attaching process is successful or not.

Return type

bool

classmethod copy_camera_settings_to_scene_capture(src_camera, dst_capture_component, original_focal_length, overscan_factor=1.0)None

Copy Camera Settings to Scene Capture

Parameters
classmethod create_composure_element(element_name, class_type, level_context=None)CompositingElement

Create a new Composure in the level without any parenting relationship.

Parameters
  • element_name (Name) – The name for the newly created composure element

  • class_type (type(Class)) – The type for the new composure element

  • level_context (Actor) – The level context of current level. Default value is nullptr.

Returns

CompositingElement The created composure element.

Return type

CompositingElement

classmethod create_player_compositing_target(world_context_object)ComposurePlayerCompositingTarget

Creates a Player Compositing Target which you can modify during gameplay.

Parameters

world_context_object (Object) –

Returns

Return type

ComposurePlayerCompositingTarget

classmethod delete_composure_element_and_children(element_to_delete)None

Delete a specific composure element without evoking prompt window. Will delete all of its children as well.

Parameters

element_to_delete (Name) – The name of the composure element that we want to delete.

classmethod get_composure_element(element_name)CompositingElement

Get a specific composure element

Parameters

element_name (Name) – The name of the composure element that we want to get.

Returns

CompositingElement The composure element found. It can be nullptr if there is no composure element matches the input name.

Return type

CompositingElement

classmethod get_cropping_uv_transformation_matrix_from_post_move_settings(post_move_settings, aspect_ratio) -> (croping_uv_transformation_matrix=Matrix, uncroping_uv_transformation_matrix=Matrix)

Returns UV transformation matrix and its inversed to crop.

Parameters
Returns

croping_uv_transformation_matrix (Matrix):

uncroping_uv_transformation_matrix (Matrix):

Return type

tuple

classmethod get_player_display_gamma(player_camera_manager)float

Returns display gamma of a given player camera manager, or 0 if no scene viewport attached.

Parameters

player_camera_manager (PlayerCameraManager) –

Returns

display_gamma (float):

Return type

float

classmethod get_projection_matrix_from_post_move_settings(post_move_settings, horizontal_fov_angle, aspect_ratio)Matrix

Returns a non-centered projection matrix.

Parameters
  • post_move_settings (ComposurePostMoveSettings) –

  • horizontal_fov_angle (float) – The desired horizontal FOV in degrees.

  • aspect_ratio (float) – The desired aspect ratio.

Returns

projection_matrix (Matrix):

Return type

Matrix

classmethod get_red_green_uv_factors_from_chromatic_aberration(chromatic_aberration_amount)Vector2D

Returns the red and green channel factors from percentage of chromatic aberration.

Parameters

chromatic_aberration_amount (float) –

Returns

red_green_uv_factors (Vector2D):

Return type

Vector2D

classmethod invert_uv_displacement_map_encoding_parameters(in_)Vector2D

Converts displacement encoding parameters to decoding parameters. Can also be used to convert displacement decoding parameters to encoding parameters.

Parameters

in (Vector2D) –

Returns

out (Vector2D):

Return type

Vector2D

classmethod is_composure_element_drawing(comp_element)bool

Determines if the specified element is being rendered by the hidden compositing viewport.

Parameters

comp_element (CompositingElement) – The element actor you’re querying for

Returns

True if the game-thread is in the middle of queuing the specified element.

Return type

bool

classmethod refresh_composure_element_list()None

Re-queries the scene for element actors and rebuilds the authoritative list used by the editor.

classmethod rename_composure_element(original_element_name, new_element_name)bool

Rename a specific composure element

Parameters
  • original_element_name (Name) – The name of the composure element that we want to rename.

  • new_element_name (Name) – The new name for the composure element.

Returns

bool Whether the renaming operation is successful or not.

Return type

bool

classmethod request_redraw_composure_viewport()None

Request redrawing the compositing editor viewport if it is valid. If it is invalid, this function will create a new view port client.

classmethod set_uv_map_settings_to_material_parameters(uv_map_settings, material)None

Sets parameters of a material that uses Composure’s MF_UVMap_SampleLocation material function.

Parameters