unreal.DisplayClusterICVFXCameraComponent

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

Bases: unreal.CineCameraComponent

ICVFX camera with configuration

C++ Source:

  • Plugin: nDisplay

  • Module: DisplayCluster

  • File: DisplayClusterICVFXCameraComponent.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.

  • camera_settings (DisplayClusterConfigurationICVFX_CameraSettings): [Read-Write] Camera Settings

  • 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.

  • current_aperture (float): [Read-Write] Current aperture, in terms of f-stop (e.g. 2.8 for f/2.8)

  • current_focal_length (float): [Read-Write] Current focal length of the camera (i.e. controls FoV, zoom)

  • current_focus_distance (float): [Read-Only] Read-only. Control this value via FocusSettings.

  • current_horizontal_fov (float): [Read-Only] Read-only. Control this value with CurrentFocalLength (and filmback settings).

  • 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

  • external_camera_actor (CineCameraActor): [Read-Write] Use external cine camera actor

  • 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.

  • filmback (CameraFilmbackSettings): [Read-Write] Controls the filmback of the camera.

  • focus_settings (CameraFocusSettings): [Read-Write] Controls the camera’s focus.

  • 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

  • lens_settings (CameraLensSettings): [Read-Write] Controls the camera’s lens.

  • 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.

property camera_settings

[Read-Write] Camera Settings

Type

(DisplayClusterConfigurationICVFX_CameraSettings)

property external_camera_actor

[Read-Write] Use external cine camera actor

Type

(CineCameraActor)