unreal.DisplayClusterConfigurationViewport_EntireClusterColorGrading

class unreal.DisplayClusterConfigurationViewport_EntireClusterColorGrading(enable_entire_cluster_color_grading=True, color_grading_settings=[False, False, False, 0.0, [False, False, False, TemperatureMethod.TEMP_WHITE_BALANCE, 6500.0, 0.0], [False, False, False, False, False, [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [0.0, 0.0, 0.0, 0.0]], [False, False, False, False, False, [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [0.0, 0.0, 0.0, 0.0]], 0.0, [False, False, False, False, False, [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [0.0, 0.0, 0.0, 0.0]], [False, False, False, False, False, [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [0.0, 0.0, 0.0, 0.0]], 0.0, [False, False, False, 0.0, 0.0, [0.0, 0.0, 0.0, 0.0]]])

Bases: unreal.StructBase

Display Cluster Configuration Viewport Entire Cluster Color Grading

C++ Source:

  • Plugin: nDisplay

  • Module: DisplayClusterConfiguration

  • File: DisplayClusterConfigurationTypes_Postprocess.h

Editor Properties: (see get_editor_property/set_editor_property)

  • color_grading_settings (DisplayClusterConfigurationViewport_ColorGradingRenderingSettings): [Read-Write] Color Grading Settings: Entire Cluster Color Grading

  • enable_entire_cluster_color_grading (bool): [Read-Write] Enable Entire Cluster Color Grading: Enable the color grading settings for the entire cluster and add them to nDisplay’s color grading stack. This will affect both the viewports and inner frustum.

property color_grading_settings

[Read-Write] Color Grading Settings: Entire Cluster Color Grading

Type

(DisplayClusterConfigurationViewport_ColorGradingRenderingSettings)

property enable_entire_cluster_color_grading

[Read-Write] Enable Entire Cluster Color Grading: Enable the color grading settings for the entire cluster and add them to nDisplay’s color grading stack. This will affect both the viewports and inner frustum.

Type

(bool)