unreal.SceneCaptureComponent

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

Bases: unreal.SceneComponent

-> will be exported to EngineDecalClasses.h

C++ Source:

  • Module: Engine

  • File: SceneCaptureComponent.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

  • always_persist_rendering_state (bool): [Read-Write] Whether to persist the rendering state even if bCaptureEveryFrame==false. This allows velocities for Motion Blur and Temporal AA to be computed.

  • 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.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • capture_every_frame (bool): [Read-Write] Whether to update the capture’s contents every frame. If disabled, the component will render once on load and then only when moved.

  • capture_on_movement (bool): [Read-Write] Whether to update the capture’s contents on movement. Disable if you are going to capture manually from blueprint.

  • capture_sort_priority (int32): [Read-Write] Capture priority within the frame to sort scene capture on GPU to resolve interdependencies between multiple capture components. Highest come first.

  • capture_source (SceneCaptureSource): [Read-Write] Capture Source

  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • 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_actors (Array(Actor)): [Read-Write] The actors to hide in the scene capture.

  • 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

  • lod_distance_factor (float): [Read-Write] Scales the distance used by LOD. Set to values greater than 1 to cause the scene capture to use lower LODs than the main view to speed up the scene capture pass.

  • max_view_distance_override (float): [Read-Write] if > 0, sets a maximum render distance override. Can be used to cull distant objects from a reflection if the reflecting plane is in an enclosed area like a hallway or room

  • 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

  • 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

  • primitive_render_mode (SceneCapturePrimitiveRenderMode): [Read-Write] Controls what primitives get rendered into the scene capture.

  • profiling_event_name (str): [Read-Write] Name of the profiling event.

  • 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()

  • show_flag_settings (Array(EngineShowFlagsSetting)): [Read-Write] ShowFlags for the SceneCapture’s ViewFamily, to control rendering settings for this view. Hidden but accessible through details customization

  • show_only_actors (Array(Actor)): [Read-Write] The only actors to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList.

  • 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_ray_tracing_if_enabled (bool): [Read-Write] Whether to use ray tracing for this capture. Ray Tracing must be enabled in the project.

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

property always_persist_rendering_state

[Read-Write] Whether to persist the rendering state even if bCaptureEveryFrame==false. This allows velocities for Motion Blur and Temporal AA to be computed.

Type

(bool)

property capture_every_frame

[Read-Write] Whether to update the capture’s contents every frame. If disabled, the component will render once on load and then only when moved.

Type

(bool)

property capture_on_movement

[Read-Write] Whether to update the capture’s contents on movement. Disable if you are going to capture manually from blueprint.

Type

(bool)

property capture_sort_priority

[Read-Only] Capture priority within the frame to sort scene capture on GPU to resolve interdependencies between multiple capture components. Highest come first.

Type

(int32)

property capture_source

[Read-Write] Capture Source

Type

(SceneCaptureSource)

clear_hidden_components()None

Clears the hidden list.

clear_show_only_components()None

Clears the Show Only list.

property hidden_actors

[Read-Write] The actors to hide in the scene capture.

Type

(Array(Actor))

hide_actor_components(actor, include_from_child_actors=False)None

Adds all primitive components in the actor to our list of hidden components.

Parameters
  • actor (Actor) –

  • include_from_child_actors (bool) – Whether to include the components from child actors

hide_component(component)None

Adds the component to our list of hidden components.

Parameters

component (PrimitiveComponent) –

property max_view_distance_override

[Read-Write] if > 0, sets a maximum render distance override. Can be used to cull distant objects from a reflection if the reflecting plane is in an enclosed area like a hallway or room

Type

(float)

property primitive_render_mode

[Read-Write] Controls what primitives get rendered into the scene capture.

Type

(SceneCapturePrimitiveRenderMode)

property profiling_event_name

[Read-Write] Name of the profiling event.

Type

(str)

remove_show_only_actor_components(actor, include_from_child_actors=False)None

Removes an actor’s components from the Show Only list.

Parameters
  • actor (Actor) –

  • include_from_child_actors (bool) – Whether to remove the components from child actors

remove_show_only_component(component)None

Removes a component from the Show Only list.

Parameters

component (PrimitiveComponent) –

set_capture_sort_priority(new_capture_sort_priority)None

Changes the value of TranslucentSortPriority.

Parameters

new_capture_sort_priority (int32) –

property show_flag_settings

[Read-Write] ShowFlags for the SceneCapture’s ViewFamily, to control rendering settings for this view. Hidden but accessible through details customization

Type

(Array(EngineShowFlagsSetting))

show_only_actor_components(actor, include_from_child_actors=False)None

Adds all primitive components in the actor to our list of show-only components.

Parameters
  • actor (Actor) –

  • include_from_child_actors (bool) – Whether to include the components from child actors

property show_only_actors

[Read-Write] The only actors to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList.

Type

(Array(Actor))

show_only_component(component)None

Adds the component to our list of show-only components.

Parameters

component (PrimitiveComponent) –

property use_ray_tracing_if_enabled

[Read-Write] Whether to use ray tracing for this capture. Ray Tracing must be enabled in the project.

Type

(bool)