unreal.PlanarReflectionComponent

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

Bases: unreal.SceneCaptureComponent

UPlanarReflectionComponent

C++ Source:

  • Module: Engine

  • File: PlanarReflectionComponent.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 parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

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

  • angle_from_plane_fade_end (float): [Read-Write] Angle from Plane Fade End: Receiving pixels whose normal is at this angle from the reflection plane will have completely faded out the planar reflection.

  • angle_from_plane_fade_start (float): [Read-Write] Angle from Plane Fade Start: Receiving pixels whose normal is at this angle from the reflection plane will begin to fade out the planar reflection.

  • asset_user_data (Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

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

  • capture_every_frame (bool): [Read-Write] Capture Every Frame: 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] Capture on Movement: 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 Sort Priority: 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] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • detail_mode (DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

  • distance_from_plane_fadeout_end (float): [Read-Write] Distance from Plane Fadeout End: Receiving pixels at this distance from the reflection plane will have completely faded out the planar reflection.

  • distance_from_plane_fadeout_start (float): [Read-Write] Distance from Plane Fadeout Start: Receiving pixels at this distance from the reflection plane will begin to fade out the planar reflection.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • extra_fov (float): [Read-Write] Extra FOV: Additional FOV used when rendering to the reflection texture. This is useful when normal distortion is causing reads outside the reflection texture. Larger values increase rendering thread and GPU cost, as more objects and triangles have to be rendered into the planar reflection.

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

  • hidden_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 builds

  • lod_distance_factor (float): [Read-Write] LODDistance Factor: 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] Max View Distance Override: 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] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • normal_distortion_strength (float): [Read-Write] Normal Distortion Strength: Controls the strength of normals when distorting the planar reflection.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

  • prefilter_roughness (float): [Read-Write] Prefilter Roughness: The roughness value to prefilter the planar reflection texture with, useful for hiding low resolution. Larger values have larger GPU cost.

  • prefilter_roughness_distance (float): [Read-Write] Prefilter Roughness Distance: The distance at which the prefilter roughness value will be achieved.

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

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

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

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_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_scene_two_sided (bool): [Read-Write] Render Scene Two Sided: Whether to render the scene as two-sided, which can be useful to hide artifacts where normal distortion would read ‘under’ an object that has been clipped by the reflection plane. With this setting enabled, the backfaces of a mesh would be displayed in the clipped region instead of the background which is potentially a bright sky. Be sure to add the water plane to HiddenActors if enabling this, as the water plane will now block the reflection.

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • screen_percentage (int32): [Read-Write] Screen Percentage: Downsample percent, can be used to reduce GPU time rendering the planar reflection.

  • 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()

  • show_flag_settings (Array(EngineShowFlagsSetting)): [Read-Write] Show Flag Settings: 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] Show Only Actors: The only actors to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList.

  • show_preview_plane (bool): [Read-Write] Show Preview Plane

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

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