unreal.MoviePipelineGameOverrideSetting

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

Bases: unreal.MoviePipelineSetting

Movie Pipeline Game Override Setting

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineCore

  • File: MoviePipelineGameOverrideSetting.h

Editor Properties: (see get_editor_property/set_editor_property)

  • cinematic_quality_settings (bool): [Read-Write] Cinematic Quality Settings: If true, automatically set the engine to the Cinematic Scalability quality settings during render. See the Scalability Reference documentation for information on how to edit cvars to add/change default quality values.

  • disable_hlo_ds (bool): [Read-Write] Disable HLODs: Should we disable Hierarchical LODs and instead use their real meshes regardless of distance?

  • flush_grass_streaming (bool): [Read-Write] Flush Grass Streaming: Flushing grass streaming (combined with override view distance scale) prevents visible pop-in/culling of grace instances.

  • game_mode_override (type(Class)): [Read-Write] Game Mode Override: Optional Game Mode to override the map’s default game mode with. This can be useful if the game’s normal mode displays UI elements or loading screens that you don’t want captured.

  • override_view_distance_scale (bool): [Read-Write] Override View Distance Scale: Should we override the View Distance Scale? Can be used in situations where MaxDrawDistance has been set before for in-game performance.

  • shadow_distance_scale (int32): [Read-Write] Shadow Distance Scale: Scalability option to trade shadow distance versus performance for directional lights

  • shadow_radius_threshold (float): [Read-Write] Shadow Radius Threshold: Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius

  • texture_streaming (MoviePipelineTextureStreamingMethod): [Read-Write] Texture Streaming: Defines which If true, when using texture streaming fully load the required textures each frame instead of loading them in over time. This solves objects being blurry after camera cuts.

  • use_high_quality_shadows (bool): [Read-Write] Use High Quality Shadows: Should we override shadow-related CVars with some high quality preset settings?

  • use_lod_zero (bool): [Read-Write] Use LODZero: Should we try to use the highest quality LOD for meshes and particle systems regardless of distance?

  • view_distance_scale (int32): [Read-Write] View Distance Scale: Controls the view distance scale. A primitive’s MaxDrawDistance is scaled by this value.

property cinematic_quality_settings

[Read-Write] Cinematic Quality Settings: If true, automatically set the engine to the Cinematic Scalability quality settings during render. See the Scalability Reference documentation for information on how to edit cvars to add/change default quality values.

Type

(bool)

property disable_hlo_ds

[Read-Write] Disable HLODs: Should we disable Hierarchical LODs and instead use their real meshes regardless of distance?

Type

(bool)

property flush_grass_streaming

[Read-Write] Flush Grass Streaming: Flushing grass streaming (combined with override view distance scale) prevents visible pop-in/culling of grace instances.

Type

(bool)

property game_mode_override

[Read-Write] Game Mode Override: Optional Game Mode to override the map’s default game mode with. This can be useful if the game’s normal mode displays UI elements or loading screens that you don’t want captured.

Type

(type(Class))

property override_view_distance_scale

[Read-Write] Override View Distance Scale: Should we override the View Distance Scale? Can be used in situations where MaxDrawDistance has been set before for in-game performance.

Type

(bool)

property shadow_distance_scale

[Read-Write] Shadow Distance Scale: Scalability option to trade shadow distance versus performance for directional lights

Type

(int32)

property shadow_radius_threshold

[Read-Write] Shadow Radius Threshold: Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius

Type

(float)

property texture_streaming

[Read-Write] Texture Streaming: Defines which If true, when using texture streaming fully load the required textures each frame instead of loading them in over time. This solves objects being blurry after camera cuts.

Type

(MoviePipelineTextureStreamingMethod)

property use_high_quality_shadows

[Read-Write] Use High Quality Shadows: Should we override shadow-related CVars with some high quality preset settings?

Type

(bool)

property use_lod_zero

[Read-Write] Use LODZero: Should we try to use the highest quality LOD for meshes and particle systems regardless of distance?

Type

(bool)

property view_distance_scale

[Read-Write] View Distance Scale: Controls the view distance scale. A primitive’s MaxDrawDistance is scaled by this value.

Type

(int32)