unreal.PostProcessComponent

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

Bases: unreal.SceneComponent

PostProcessComponent. Enables Post process controls for blueprints.

Will use a parent UShapeComponent to provide volume data if available.

C++ Source:

  • Module: Engine

  • File: PostProcessComponent.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.

  • blend_radius (float): [Read-Write] Blend Radius: World space radius around the volume that is used for blending (only if not unbound).

  • blend_weight (float): [Read-Write] Blend Weight: 0:no effect, 1:full effect

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

  • 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.

  • 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

  • enabled (bool): [Read-Write] Enabled: Whether this volume is enabled or not.

  • 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

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

  • 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

  • priority (float): [Read-Write] Priority: Priority of this volume. In the case of overlapping volumes the one with the highest priority overrides the lower priority ones. The order is undefined if two or more overlapping volumes have the same priority.

  • 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!

  • settings (PostProcessSettings): [Read-Write] Settings: Post process settings to use for this volume.

  • 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()

  • unbound (bool): [Read-Write] Unbound: set this to false to use the parent shape component as volume bounds. True affects the whole world regardless.

  • 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.

add_or_update_blendable(blendable_object, weight=1.000000) None

Adds an Blendable (implements IBlendableInterface) to the array of Blendables (if it doesn’t exist) and update the weight

Parameters
  • blendable_object (BlendableInterface) –

  • weight (float) –

property blend_radius

[Read-Write] Blend Radius: World space radius around the volume that is used for blending (only if not unbound).

Type

(float)

property blend_weight

[Read-Write] Blend Weight: 0:no effect, 1:full effect

Type

(float)

property enabled

[Read-Write] Enabled: Whether this volume is enabled or not.

Type

(bool)

property priority

[Read-Write] Priority: Priority of this volume. In the case of overlapping volumes the one with the highest priority overrides the lower priority ones. The order is undefined if two or more overlapping volumes have the same priority.

Type

(float)

property settings

[Read-Write] Settings: Post process settings to use for this volume.

Type

(PostProcessSettings)

property unbound

[Read-Write] Unbound: set this to false to use the parent shape component as volume bounds. True affects the whole world regardless.

Type

(bool)