unreal.DisplayClusterICVFXCameraComponent
¶
- class unreal.DisplayClusterICVFXCameraComponent(outer=None, name='None')¶
Bases:
unreal.CineCameraComponent
nDisplay in-camera VFX camera representation
C++ Source:
Plugin: nDisplay
Module: DisplayCluster
File: DisplayClusterICVFXCameraComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentall_nodes_color_grading_ref
(DisplayClusterEditorPropertyReference): [Read-Write] All Nodes Color Grading Refaspect_ratio
(float): [Read-Write] Aspect Ratio: Aspect Ratio (Width/Height)asset_user_data
(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.border_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Border Refbuffer_ratio_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Buffer Ratio Refcamera_hide_list_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Camera Hide List Refcamera_mesh
(StaticMesh): [Read-Write] Camera Meshcamera_mesh_hidden_in_game
(bool): [Read-Write] Camera Mesh Hidden in Game: If the camera mesh is visible in game. Only relevant when running editor builds.camera_motion_blur_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Camera Motion Blur Refcamera_settings
(DisplayClusterConfigurationICVFX_CameraSettings): [Read-Write] Camera Settingscan_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationchroma_key_enabled_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Chroma Key Enabled Refchromakey_color_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Chromakey Color Refchromakey_markers_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Chromakey Markers Refchromakey_render_texture_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Chromakey Render Texture Refcomponent_tags
(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.constrain_aspect_ratio
(bool): [Read-Write] Constrain Aspect Ratio: 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: Current aperture, in terms of f-stop (e.g. 2.8 for f/2.8)current_focal_length
(float): [Read-Write] Current Focal Length: Current focal length of the camera (i.e. controls FoV, zoom)current_focus_distance
(float): [Read-Only] Current Focus Distance: Read-only. Control this value via FocusSettings.current_horizontal_fov
(float): [Read-Only] Current Horizontal FOV: Read-only. Control this value with CurrentFocalLength (and filmback settings).custom_frame_size_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Custom Frame Size Refcustom_frustum_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Custom Frustum Refdetail_mode
(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.draw_frustum_allowed
(bool): [Read-Write] Draw Frustum Allowed: The Frustum visibility flag for draw frustum component initializationeditable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classexternal_camera_actor_ref
(DisplayClusterEditorPropertyReference): [Read-Write] External Camera Actor Reffield_of_view
(float): [Read-Write] Field Of View: 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] Filmback: Controls the filmback of the camera.focus_settings
(CameraFocusSettings): [Read-Write] Focus Settings: Controls the camera’s focus.frustum_offset_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Frustum Offset Reffrustum_rotation_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Frustum Rotation Refgenerate_mips_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Generate Mips Refgpu_index_ref
(DisplayClusterEditorPropertyReference): [Read-Write] GPUIndex Refhidden_icvfx_viewports_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Hidden ICVFXViewports Refhidden_in_game
(bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.is_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildsis_enabled_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Is Enabled Reflens_settings
(CameraLensSettings): [Read-Write] Lens Settings: Controls the camera’s lens.lock_to_hmd
(bool): [Read-Write] Lock to Hmd: True if the camera’s orientation and position should be locked to the HMDmobility
(ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.ocio_color_configuraton_ref
(DisplayClusterEditorPropertyReference): [Read-Write] OCIOColor Configuraton Ref: Apply this OpenColorIO configuration to all nodes.ocio_configuration_enabled_ref
(DisplayClusterEditorPropertyReference): [Read-Write] OCIOConfiguration Enabled Ref: Enable the application of an OpenColorIO configuration to all nodes.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedortho_far_clip_plane
(float): [Read-Write] Ortho Far Clip Plane: The far plane distance of the orthographic view (in world units)ortho_near_clip_plane
(float): [Read-Write] Ortho Near Clip Plane: The near plane distance of the orthographic view (in world units)ortho_width
(float): [Read-Write] Ortho Width: The desired width (in world units) of the orthographic view (ignored in Perspective mode)per_node_color_grading_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Per Node Color Grading Refper_node_ocio_profiles_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Per Node OCIOProfiles Refphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *post_process_blend_weight
(float): [Read-Write] Post Process Blend Weight: Indicates if PostProcessSettings should be used when using this Camera to view through.post_process_settings
(PostProcessSettings): [Read-Write] Post Process Settings: Post process settings to use for this camera. Don’t forget to check the properties you want to overrideprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentprojection_mode
(CameraProjectionMode): [Read-Write] Projection Mode: The type of camerarelative_location
(Vector): [Read-Write] Relative Location: Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)render_order_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Render Order Refrender_target_ratio_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Render Target Ratio Refreplicates
(bool): [Read-Write] Replicates: 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] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()should_use_texture_region_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Should Use Texture Region Refsoft_edge_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Soft Edge Refsource_texture_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Source Texture Refstereo_gpu_index_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Stereo GPUIndex Refstereo_mode_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Stereo Mode Reftexture_region_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Texture Region Reftexture_replacement_enabled_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Texture Replacement Enabled Ref: Set to True to replace the entire inner frustum with the specified texture.use_attach_parent_bound
(bool): [Read-Write] Use Attach Parent Bound: 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] Use Field Of View for LOD: 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] Use Pawn Control Rotation: 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] Visible: 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