unreal.PlaneReflectionCaptureComponent

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

Bases: unreal.ReflectionCaptureComponent

-> will be exported to EngineDecalClasses.h

C++ Source:

  • Module: Engine

  • File: PlaneReflectionCaptureComponent.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

  • 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.

  • brightness (float): [Read-Write] Brightness: A brightness control to scale the captured scene’s reflection intensity.

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

  • capture_offset (Vector): [Read-Write] Capture Offset: World space offset to apply before capturing.

  • 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.

  • cubemap (TextureCube): [Read-Write] Cubemap: Cubemap to use for reflection if ReflectionSourceType is set to RS_SpecifiedCubemap.

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

  • 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

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • influence_radius_scale (float): [Read-Write] Influence Radius Scale: Radius of the area that can receive reflections from this capture.

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • max_value_rgbm (float): [Read-Write] Max Value RGBM: M values for RGBM, it will dynamically be generated by taking the highest RGB value into account. Explictly modifying it will require a Reflection Re-Capture.

  • mobile_reflection_compression (MobileReflectionCompression): [Read-Write] Mobile Reflection Compression: Indicates if the Reflection will be compressed for mobile. If set to default it will take the project wide setting.

  • mobility (ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • modify_max_value_rgbm (bool): [Read-Write] Modify Max Value RGBM: Indicates if we want to manually modify the MaxRGBM value.

  • 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 *

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

  • reflection_source_type (ReflectionSourceType): [Read-Write] Reflection Source Type: Indicates where to get the reflection source from.

  • 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)

  • replicates (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()

  • source_cubemap_angle (float): [Read-Write] Source Cubemap Angle: Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.

  • 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.

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

property influence_radius_scale

[Read-Write] Influence Radius Scale: Radius of the area that can receive reflections from this capture.

Type

(float)