unreal.PostProcessSettings

class unreal.PostProcessSettings(*args, **kwargs)

Bases: unreal.StructBase

Post Process Settings

C++ Source:

  • Module: Engine

  • File: Scene.h

Editor Properties: (see get_editor_property/set_editor_property)

  • ambient_cubemap (TextureCube): [Read-Write] Ambient Cubemap: The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here

  • ambient_cubemap_intensity (float): [Read-Write] Ambient Cubemap Intensity: To scale the Ambient cubemap brightness >=0: off, 1(default), >1 brighter

  • ambient_cubemap_tint (LinearColor): [Read-Write] Ambient Cubemap Tint: AmbientCubemap tint color

  • ambient_occlusion_bias (float): [Read-Write] Ambient Occlusion Bias: >0, in unreal units, default (3.0) works well for flat surfaces but can reduce details

  • ambient_occlusion_fade_distance (float): [Read-Write] Ambient Occlusion Fade Distance: >0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object)

  • ambient_occlusion_fade_radius (float): [Read-Write] Ambient Occlusion Fade Radius: >0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out

  • ambient_occlusion_intensity (float): [Read-Write] Ambient Occlusion Intensity: 0..1 0=off/no ambient occlusion .. 1=strong ambient occlusion, defines how much it affects the non direct lighting after base pass

  • ambient_occlusion_mip_blend (float): [Read-Write] Ambient Occlusion Mip Blend: Affects the blend over the multiple mips (lower resolution versions) , 0:fully use full resolution, 1::fully use low resolution, around 0.6 seems to be a good value

  • ambient_occlusion_mip_scale (float): [Read-Write] Ambient Occlusion Mip Scale: Affects the radius AO radius scale over the multiple mips (lower resolution versions)

  • ambient_occlusion_mip_threshold (float): [Read-Write] Ambient Occlusion Mip Threshold: to tweak the bilateral upsampling when using multiple mips (lower resolution versions)

  • ambient_occlusion_power (float): [Read-Write] Ambient Occlusion Power: >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

  • ambient_occlusion_quality (float): [Read-Write] Ambient Occlusion Quality: 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition

  • ambient_occlusion_radius (float): [Read-Write] Ambient Occlusion Radius: >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

  • ambient_occlusion_radius_in_ws (bool): [Read-Write] Ambient Occlusion Radius in WS: true: AO radius is in world space units, false: AO radius is locked the view space in 400 units

  • ambient_occlusion_static_fraction (float): [Read-Write] Ambient Occlusion Static Fraction: 0..1 0=no effect on static lighting .. 1=AO affects the stat lighting, 0 is free meaning no extra rendering pass

  • ambient_occlusion_temporal_blend_weight (float): [Read-Write] Ambient Occlusion Temporal Blend Weight: How much to blend the current frame with previous frames when using GTAO with temporal accumulation

  • auto_exposure_apply_physical_camera_exposure (bool): [Read-Write] Auto Exposure Apply Physical Camera Exposure: Only affects Manual exposure mode.

  • auto_exposure_bias (float): [Read-Write] Auto Exposure Bias: Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …

  • auto_exposure_bias_curve (CurveFloat): [Read-Write] Auto Exposure Bias Curve: Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …

  • auto_exposure_high_percent (float): [Read-Write] Auto Exposure High Percent: The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95

  • auto_exposure_low_percent (float): [Read-Write] Auto Exposure Low Percent: The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80

  • auto_exposure_max_brightness (float): [Read-Write] Auto Exposure Max Brightness: Auto-Exposure maximum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).

  • auto_exposure_meter_mask (Texture): [Read-Write] Auto Exposure Meter Mask: Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence.

  • auto_exposure_method (AutoExposureMethod): [Read-Write] Auto Exposure Method: Luminance computation method

  • auto_exposure_min_brightness (float): [Read-Write] Auto Exposure Min Brightness: Auto-Exposure minimum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).

  • auto_exposure_speed_down (float): [Read-Write] Auto Exposure Speed Down: In F-stops per second, should be >0

  • auto_exposure_speed_up (float): [Read-Write] Auto Exposure Speed Up: In F-stops per second, should be >0

  • bloom1_size (float): [Read-Write] Bloom 1Size: Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations

  • bloom1_tint (LinearColor): [Read-Write] Bloom 1Tint: Bloom1 tint color

  • bloom2_size (float): [Read-Write] Bloom 2Size: Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

  • bloom2_tint (LinearColor): [Read-Write] Bloom 2Tint: Bloom2 tint color

  • bloom3_size (float): [Read-Write] Bloom 3Size: Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

  • bloom3_tint (LinearColor): [Read-Write] Bloom 3Tint: Bloom3 tint color

  • bloom4_size (float): [Read-Write] Bloom 4Size: Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

  • bloom4_tint (LinearColor): [Read-Write] Bloom 4Tint: Bloom4 tint color

  • bloom5_size (float): [Read-Write] Bloom 5Size: Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

  • bloom5_tint (LinearColor): [Read-Write] Bloom 5Tint: Bloom5 tint color

  • bloom6_size (float): [Read-Write] Bloom 6Size: Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

  • bloom6_tint (LinearColor): [Read-Write] Bloom 6Tint: Bloom6 tint color

  • bloom_convolution_buffer_scale (float): [Read-Write] Bloom Convolution Buffer Scale: Implicit buffer region as a fraction of the screen size to insure the bloom does not wrap across the screen. Larger sizes have perf impact.

  • bloom_convolution_center_uv (Vector2D): [Read-Write] Bloom Convolution Center UV: The UV location of the center of the kernel. Should be very close to (.5,.5)

  • bloom_convolution_pre_filter_max (float): [Read-Write] Bloom Convolution Pre Filter Max: Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

  • bloom_convolution_pre_filter_min (float): [Read-Write] Bloom Convolution Pre Filter Min: Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

  • bloom_convolution_pre_filter_mult (float): [Read-Write] Bloom Convolution Pre Filter Mult: Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

  • bloom_convolution_scatter_dispersion (float): [Read-Write] Bloom Convolution Scatter Dispersion: Intensity multiplier on the scatter dispersion energy of the kernel. 1.0 means exactly use the same energy as the kernel scatter dispersion.

  • bloom_convolution_size (float): [Read-Write] Bloom Convolution Size: Relative size of the convolution kernel image compared to the minor axis of the viewport

  • bloom_convolution_texture (Texture2D): [Read-Write] Bloom Convolution Texture: Texture to replace default convolution bloom kernel

  • bloom_dirt_mask (Texture): [Read-Write] Bloom Dirt Mask: Texture that defines the dirt on the camera lens where the light of very bright objects is scattered.

  • bloom_dirt_mask_intensity (float): [Read-Write] Bloom Dirt Mask Intensity: BloomDirtMask intensity

  • bloom_dirt_mask_tint (LinearColor): [Read-Write] Bloom Dirt Mask Tint: BloomDirtMask tint color

  • bloom_intensity (float): [Read-Write] Bloom Intensity: Multiplier for all bloom contributions >=0: off, 1(default), >1 brighter

  • bloom_method (BloomMethod): [Read-Write] Bloom Method: Bloom algorithm

  • bloom_size_scale (float): [Read-Write] Bloom Size Scale: Scale for all bloom sizes

  • bloom_threshold (float): [Read-Write] Bloom Threshold: minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter

  • blue_correction (float): [Read-Write] Blue Correction: Correct for artifacts with “electric” blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.

  • camera_iso (float): [Read-Write] Camera ISO: The camera sensor sensitivity

  • camera_shutter_speed (float): [Read-Write] Camera Shutter Speed: The camera shutter in seconds.

  • chromatic_aberration_start_offset (float): [Read-Write] Chromatic Aberration Start Offset: A normalized distance to the center of the framebuffer where the effect takes place.

  • color_contrast (Vector4): [Read-Write] Color Contrast

  • color_contrast_highlights (Vector4): [Read-Write] Color Contrast Highlights

  • color_contrast_midtones (Vector4): [Read-Write] Color Contrast Midtones

  • color_contrast_shadows (Vector4): [Read-Write] Color Contrast Shadows

  • color_correction_highlights_max (float): [Read-Write] Color Correction Highlights Max: Should be set larger than HighlightsMin. Default is 1.0, for backwards compatibility

  • color_correction_highlights_min (float): [Read-Write] Color Correction Highlights Min

  • color_correction_shadows_max (float): [Read-Write] Color Correction Shadows Max

  • color_gain (Vector4): [Read-Write] Color Gain

  • color_gain_highlights (Vector4): [Read-Write] Color Gain Highlights

  • color_gain_midtones (Vector4): [Read-Write] Color Gain Midtones

  • color_gain_shadows (Vector4): [Read-Write] Color Gain Shadows

  • color_gamma (Vector4): [Read-Write] Color Gamma

  • color_gamma_highlights (Vector4): [Read-Write] Color Gamma Highlights

  • color_gamma_midtones (Vector4): [Read-Write] Color Gamma Midtones

  • color_gamma_shadows (Vector4): [Read-Write] Color Gamma Shadows

  • color_grading_intensity (float): [Read-Write] Color Grading Intensity: Color grading lookup table intensity. 0 = no intensity, 1=full intensity

  • color_grading_lut (Texture): [Read-Write] Color Grading LUT: Look up table texture to use or none of not used

  • color_offset (Vector4): [Read-Write] Color Offset

  • color_offset_highlights (Vector4): [Read-Write] Color Offset Highlights

  • color_offset_midtones (Vector4): [Read-Write] Color Offset Midtones

  • color_offset_shadows (Vector4): [Read-Write] Color Offset Shadows

  • color_saturation (Vector4): [Read-Write] Color Saturation: Color Correction controls

  • color_saturation_highlights (Vector4): [Read-Write] Color Saturation Highlights

  • color_saturation_midtones (Vector4): [Read-Write] Color Saturation Midtones

  • color_saturation_shadows (Vector4): [Read-Write] Color Saturation Shadows

  • depth_of_field_blade_count (int32): [Read-Write] Depth Of Field Blade Count: Defines the number of blades of the diaphragm within the lens (between 4 and 16).

  • depth_of_field_depth_blur_amount (float): [Read-Write] Depth Of Field Depth Blur Amount: CircleDOF only: Depth blur km for 50%

  • depth_of_field_depth_blur_radius (float): [Read-Write] Depth Of Field Depth Blur Radius: CircleDOF only: Depth blur radius in pixels at 1920x

  • depth_of_field_far_blur_size (float): [Read-Write] Depth Of Field Far Blur Size: Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

  • depth_of_field_far_transition_region (float): [Read-Write] Depth Of Field Far Transition Region: To define the width of the transition region next to the focal region on the near side (cm)

  • depth_of_field_focal_distance (float): [Read-Write] Depth Of Field Focal Distance: Distance in which the Depth of Field effect should be sharp, in unreal units (cm)

  • depth_of_field_focal_region (float): [Read-Write] Depth Of Field Focal Region: Artificial region where all content is in focus, starting after DepthOfFieldFocalDistance, in unreal units (cm)

  • depth_of_field_fstop (float): [Read-Write] Depth Of Field Fstop: Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effect

  • depth_of_field_min_fstop (float): [Read-Write] Depth Of Field Min Fstop: Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm. Set it to 0 to get straight blades.

  • depth_of_field_near_blur_size (float): [Read-Write] Depth Of Field Near Blur Size: Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

  • depth_of_field_near_transition_region (float): [Read-Write] Depth Of Field Near Transition Region: To define the width of the transition region next to the focal region on the near side (cm)

  • depth_of_field_occlusion (float): [Read-Write] Depth Of Field Occlusion: Occlusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)

  • depth_of_field_scale (float): [Read-Write] Depth Of Field Scale: SM5: BokehDOF only: To amplify the depth of field effect (like aperture) 0=off

    ES3_1: Used to blend DoF. 0=off

  • depth_of_field_sensor_width (float): [Read-Write] Depth Of Field Sensor Width: Width of the camera sensor to assume, in mm.

  • depth_of_field_sky_focus_distance (float): [Read-Write] Depth Of Field Sky Focus Distance: Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performance

  • depth_of_field_vignette_size (float): [Read-Write] Depth Of Field Vignette Size: Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it off

  • dynamic_global_illumination_method (DynamicGlobalIlluminationMethod): [Read-Write] Dynamic Global Illumination Method: Chooses the Dynamic Global Illumination method. Not compatible with Forward Shading.

  • expand_gamut (float): [Read-Write] Expand Gamut: Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

  • film_black_clip (float): [Read-Write] Film Black Clip

  • film_grain_highlights_max (float): [Read-Write] Film Grain Highlights Max: Should be set larger than HighlightsMin. Default is 1.0, for backwards compatibility

  • film_grain_highlights_min (float): [Read-Write] Film Grain Highlights Min

  • film_grain_intensity (float): [Read-Write] Film Grain Intensity: 0..1 Film grain intensity to apply. LinearSceneColor *= lerp(1.0, DecodedFilmGrainTexture, FilmGrainIntensity)

  • film_grain_intensity_highlights (float): [Read-Write] Film Grain Intensity Highlights

  • film_grain_intensity_midtones (float): [Read-Write] Film Grain Intensity Midtones

  • film_grain_intensity_shadows (float): [Read-Write] Film Grain Intensity Shadows

  • film_grain_shadows_max (float): [Read-Write] Film Grain Shadows Max

  • film_grain_texel_size (float): [Read-Write] Film Grain Texel Size: Size of texel of FilmGrainTexture on screen.

  • film_grain_texture (Texture2D): [Read-Write] Film Grain Texture: Defines film grain texture to use.

  • film_shoulder (float): [Read-Write] Film Shoulder

  • film_slope (float): [Read-Write] Film Slope

  • film_toe (float): [Read-Write] Film Toe

  • film_white_clip (float): [Read-Write] Film White Clip

  • histogram_log_max (float): [Read-Write] Histogram Log Max: Histogram Max value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)

  • histogram_log_min (float): [Read-Write] Histogram Log Min: Histogram Min value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)

  • indirect_lighting_color (LinearColor): [Read-Write] Indirect Lighting Color: Adjusts indirect lighting color. (1,1,1) is default. (0,0,0) to disable GI. The show flag ‘Global Illumination’ must be enabled to use this property.

  • indirect_lighting_intensity (float): [Read-Write] Indirect Lighting Intensity: Scales the indirect lighting contribution. A value of 0 disables GI. Default is 1. The show flag ‘Global Illumination’ must be enabled to use this property.

  • lens_flare_bokeh_shape (Texture): [Read-Write] Lens Flare Bokeh Shape: Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended

  • lens_flare_bokeh_size (float): [Read-Write] Lens Flare Bokeh Size: Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note: performance cost is radius*radius)

  • lens_flare_intensity (float): [Read-Write] Lens Flare Intensity: Brightness scale of the image cased lens flares (linear)

  • lens_flare_threshold (float): [Read-Write] Lens Flare Threshold: Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see)

  • lens_flare_tint (LinearColor): [Read-Write] Lens Flare Tint: Tint color for the image based lens flares.

  • lens_flare_tints (LinearColor): [Read-Write] Lens Flare Tints: RGB defines the lens flare color, A it’s position. This is a temporary solution.

  • local_exposure_blurred_luminance_blend (float): [Read-Write] Local Exposure Blurred Luminance Blend: Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Blend between bilateral filtered and blurred luminance as the base layer. Blurred luminance helps preserve image appearance and specular highlights, and reduce ringing. Good values are usually in the range 0.4 .. 0.6

  • local_exposure_blurred_luminance_kernel_size_percent (float): [Read-Write] Local Exposure Blurred Luminance Kernel Size Percent: Kernel size (percentage of screen) used to blur frame luminance.

  • local_exposure_contrast_scale (float): [Read-Write] Local Exposure Contrast Scale: Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Contrast of the base layer is reduced based on this value. Value less than 1 will enable local exposure. Good values are usually in the range 0.6 .. 1.0.

  • local_exposure_detail_strength (float): [Read-Write] Local Exposure Detail Strength: Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Value different than 1 will enable local exposure. This value should be set to 1 in most cases.

  • local_exposure_middle_grey_bias (float): [Read-Write] Local Exposure Middle Grey Bias: Logarithmic adjustment for the local exposure middle grey. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …

  • lumen_final_gather_lighting_update_speed (float): [Read-Write] Lumen Final Gather Lighting Update Speed: Controls how much Lumen Final Gather is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost and noise.

  • lumen_final_gather_quality (float): [Read-Write] Lumen Final Gather Quality: Scales Lumen’s Final Gather quality. Larger scales reduce noise, but greatly increase GPU cost.

  • lumen_max_trace_distance (float): [Read-Write] Lumen Max Trace Distance: Controls the maximum distance that Lumen should trace while solving lighting. Values that are too small will cause lighting to leak into large caves, while values that are large will increase GPU cost.

  • lumen_ray_lighting_mode (LumenRayLightingModeOverride): [Read-Write] Lumen Ray Lighting Mode: Controls how Lumen rays are lit when Lumen is using Hardware Ray Tracing. By default, Lumen uses the Surface Cache for best performance, but can be set to ‘Hit Lighting’ for higher quality.

  • lumen_reflection_quality (float): [Read-Write] Lumen Reflection Quality: Scales the Reflection quality. Larger scales reduce noise in reflections, but increase GPU cost.

  • lumen_scene_detail (float): [Read-Write] Lumen Scene Detail: Controls the size of instances that can be represented in Lumen Scene. Larger values will ensure small objects are represented, but increase GPU cost.

  • lumen_scene_lighting_quality (float): [Read-Write] Lumen Scene Lighting Quality: Scales Lumen Scene’s quality. Larger scales cause Lumen Scene to be calculated with a higher fidelity, which can be visible in reflections, but increase GPU cost.

  • lumen_scene_lighting_update_speed (float): [Read-Write] Lumen Scene Lighting Update Speed: Controls how much Lumen Scene is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost.

  • lumen_scene_view_distance (float): [Read-Write] Lumen Scene View Distance: Sets the maximum view distance of the scene that Lumen maintains for ray tracing against. Larger values will increase the effective range of sky shadowing and Global Illumination, but increase GPU cost.

  • mobile_hq_gaussian (bool): [Read-Write] Mobile HQGaussian: Enable HQ Gaussian on high end mobile platforms. (ES3_1)

  • motion_blur_amount (float): [Read-Write] Motion Blur Amount: Strength of motion blur, 0:off, should be renamed to intensity

  • motion_blur_max (float): [Read-Write] Motion Blur Max: max distortion caused by motion blur, in percent of the screen width, 0:off

  • motion_blur_per_object_size (float): [Read-Write] Motion Blur Per Object Size: The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width. smaller numbers cause more draw calls, default: 4%

  • motion_blur_target_fps (int32): [Read-Write] Motion Blur Target FPS: Defines the target FPS for motion blur. Makes motion blur independent of actual frame rate and relative to the specified target FPS instead. Higher target FPS results in shorter frames, which means shorter shutter times and less motion blur. Lower FPS means more motion blur. A value of zero makes the motion blur dependent on the actual frame rate.

  • override_ambient_cubemap_intensity (bool): [Read-Write] Override Ambient Cubemap Intensity

  • override_ambient_cubemap_tint (bool): [Read-Write] Override Ambient Cubemap Tint

  • override_ambient_occlusion_bias (bool): [Read-Write] Override Ambient Occlusion Bias

  • override_ambient_occlusion_fade_distance (bool): [Read-Write] Override Ambient Occlusion Fade Distance

  • override_ambient_occlusion_fade_radius (bool): [Read-Write] Override Ambient Occlusion Fade Radius

  • override_ambient_occlusion_intensity (bool): [Read-Write] Override Ambient Occlusion Intensity

  • override_ambient_occlusion_mip_blend (bool): [Read-Write] Override Ambient Occlusion Mip Blend

  • override_ambient_occlusion_mip_scale (bool): [Read-Write] Override Ambient Occlusion Mip Scale

  • override_ambient_occlusion_mip_threshold (bool): [Read-Write] Override Ambient Occlusion Mip Threshold

  • override_ambient_occlusion_power (bool): [Read-Write] Override Ambient Occlusion Power

  • override_ambient_occlusion_quality (bool): [Read-Write] Override Ambient Occlusion Quality

  • override_ambient_occlusion_radius (bool): [Read-Write] Override Ambient Occlusion Radius

  • override_ambient_occlusion_radius_in_ws (bool): [Read-Write] Override Ambient Occlusion Radius in WS

  • override_ambient_occlusion_static_fraction (bool): [Read-Write] Override Ambient Occlusion Static Fraction

  • override_ambient_occlusion_temporal_blend_weight (bool): [Read-Write] Override Ambient Occlusion Temporal Blend Weight

  • override_auto_exposure_apply_physical_camera_exposure (bool): [Read-Write] Override Auto Exposure Apply Physical Camera Exposure

  • override_auto_exposure_bias (bool): [Read-Write] Override Auto Exposure Bias

  • override_auto_exposure_bias_curve (bool): [Read-Write] Override Auto Exposure Bias Curve

  • override_auto_exposure_high_percent (bool): [Read-Write] Override Auto Exposure High Percent

  • override_auto_exposure_low_percent (bool): [Read-Write] Override Auto Exposure Low Percent

  • override_auto_exposure_max_brightness (bool): [Read-Write] Override Auto Exposure Max Brightness

  • override_auto_exposure_meter_mask (bool): [Read-Write] Override Auto Exposure Meter Mask

  • override_auto_exposure_method (bool): [Read-Write] Override Auto Exposure Method

  • override_auto_exposure_min_brightness (bool): [Read-Write] Override Auto Exposure Min Brightness

  • override_auto_exposure_speed_down (bool): [Read-Write] Override Auto Exposure Speed Down

  • override_auto_exposure_speed_up (bool): [Read-Write] Override Auto Exposure Speed Up

  • override_bloom1_size (bool): [Read-Write] Override Bloom 1Size

  • override_bloom1_tint (bool): [Read-Write] Override Bloom 1Tint

  • override_bloom2_size (bool): [Read-Write] Override Bloom 2Size

  • override_bloom2_tint (bool): [Read-Write] Override Bloom 2Tint

  • override_bloom3_size (bool): [Read-Write] Override Bloom 3Size

  • override_bloom3_tint (bool): [Read-Write] Override Bloom 3Tint

  • override_bloom4_size (bool): [Read-Write] Override Bloom 4Size

  • override_bloom4_tint (bool): [Read-Write] Override Bloom 4Tint

  • override_bloom5_size (bool): [Read-Write] Override Bloom 5Size

  • override_bloom5_tint (bool): [Read-Write] Override Bloom 5Tint

  • override_bloom6_size (bool): [Read-Write] Override Bloom 6Size

  • override_bloom6_tint (bool): [Read-Write] Override Bloom 6Tint

  • override_bloom_convolution_buffer_scale (bool): [Read-Write] Override Bloom Convolution Buffer Scale

  • override_bloom_convolution_center_uv (bool): [Read-Write] Override Bloom Convolution Center UV

  • override_bloom_convolution_pre_filter_max (bool): [Read-Write] Override Bloom Convolution Pre Filter Max

  • override_bloom_convolution_pre_filter_min (bool): [Read-Write] Override Bloom Convolution Pre Filter Min

  • override_bloom_convolution_pre_filter_mult (bool): [Read-Write] Override Bloom Convolution Pre Filter Mult

  • override_bloom_convolution_scatter_dispersion (bool): [Read-Write] Override Bloom Convolution Scatter Dispersion

  • override_bloom_convolution_size (bool): [Read-Write] Override Bloom Convolution Size

  • override_bloom_convolution_texture (bool): [Read-Write] Override Bloom Convolution Texture

  • override_bloom_dirt_mask (bool): [Read-Write] Override Bloom Dirt Mask

  • override_bloom_dirt_mask_intensity (bool): [Read-Write] Override Bloom Dirt Mask Intensity

  • override_bloom_dirt_mask_tint (bool): [Read-Write] Override Bloom Dirt Mask Tint

  • override_bloom_intensity (bool): [Read-Write] Override Bloom Intensity

  • override_bloom_method (bool): [Read-Write] Override Bloom Method

  • override_bloom_size_scale (bool): [Read-Write] Override Bloom Size Scale

  • override_bloom_threshold (bool): [Read-Write] Override Bloom Threshold

  • override_blue_correction (bool): [Read-Write] Override Blue Correction

  • override_camera_iso (bool): [Read-Write] Override Camera ISO

  • override_camera_shutter_speed (bool): [Read-Write] Override Camera Shutter Speed

  • override_chromatic_aberration_start_offset (bool): [Read-Write] Override Chromatic Aberration Start Offset

  • override_color_contrast (bool): [Read-Write] Override Color Contrast

  • override_color_contrast_highlights (bool): [Read-Write] Override Color Contrast Highlights

  • override_color_contrast_midtones (bool): [Read-Write] Override Color Contrast Midtones

  • override_color_contrast_shadows (bool): [Read-Write] Override Color Contrast Shadows

  • override_color_correction_highlights_max (bool): [Read-Write] Override Color Correction Highlights Max

  • override_color_correction_highlights_min (bool): [Read-Write] Override Color Correction Highlights Min

  • override_color_correction_shadows_max (bool): [Read-Write] Override Color Correction Shadows Max

  • override_color_gain (bool): [Read-Write] Override Color Gain

  • override_color_gain_highlights (bool): [Read-Write] Override Color Gain Highlights

  • override_color_gain_midtones (bool): [Read-Write] Override Color Gain Midtones

  • override_color_gain_shadows (bool): [Read-Write] Override Color Gain Shadows

  • override_color_gamma (bool): [Read-Write] Override Color Gamma

  • override_color_gamma_highlights (bool): [Read-Write] Override Color Gamma Highlights

  • override_color_gamma_midtones (bool): [Read-Write] Override Color Gamma Midtones

  • override_color_gamma_shadows (bool): [Read-Write] Override Color Gamma Shadows

  • override_color_grading_intensity (bool): [Read-Write] Override Color Grading Intensity

  • override_color_grading_lut (bool): [Read-Write] Override Color Grading LUT

  • override_color_offset (bool): [Read-Write] Override Color Offset

  • override_color_offset_highlights (bool): [Read-Write] Override Color Offset Highlights

  • override_color_offset_midtones (bool): [Read-Write] Override Color Offset Midtones

  • override_color_offset_shadows (bool): [Read-Write] Override Color Offset Shadows

  • override_color_saturation (bool): [Read-Write] Override Color Saturation: Color Correction controls

  • override_color_saturation_highlights (bool): [Read-Write] Override Color Saturation Highlights

  • override_color_saturation_midtones (bool): [Read-Write] Override Color Saturation Midtones

  • override_color_saturation_shadows (bool): [Read-Write] Override Color Saturation Shadows

  • override_depth_of_field_blade_count (bool): [Read-Write] Override Depth Of Field Blade Count

  • override_depth_of_field_depth_blur_amount (bool): [Read-Write] Override Depth Of Field Depth Blur Amount

  • override_depth_of_field_depth_blur_radius (bool): [Read-Write] Override Depth Of Field Depth Blur Radius

  • override_depth_of_field_far_blur_size (bool): [Read-Write] Override Depth Of Field Far Blur Size

  • override_depth_of_field_far_transition_region (bool): [Read-Write] Override Depth Of Field Far Transition Region

  • override_depth_of_field_focal_distance (bool): [Read-Write] Override Depth Of Field Focal Distance

  • override_depth_of_field_focal_region (bool): [Read-Write] Override Depth Of Field Focal Region

  • override_depth_of_field_fstop (bool): [Read-Write] Override Depth Of Field Fstop

  • override_depth_of_field_min_fstop (bool): [Read-Write] Override Depth Of Field Min Fstop

  • override_depth_of_field_near_blur_size (bool): [Read-Write] Override Depth Of Field Near Blur Size

  • override_depth_of_field_near_transition_region (bool): [Read-Write] Override Depth Of Field Near Transition Region

  • override_depth_of_field_occlusion (bool): [Read-Write] Override Depth Of Field Occlusion

  • override_depth_of_field_scale (bool): [Read-Write] Override Depth Of Field Scale

  • override_depth_of_field_sensor_width (bool): [Read-Write] Override Depth Of Field Sensor Width

  • override_depth_of_field_sky_focus_distance (bool): [Read-Write] Override Depth Of Field Sky Focus Distance

  • override_depth_of_field_vignette_size (bool): [Read-Write] Override Depth Of Field Vignette Size

  • override_dynamic_global_illumination_method (bool): [Read-Write] Override Dynamic Global Illumination Method

  • override_expand_gamut (bool): [Read-Write] Override Expand Gamut

  • override_film_black_clip (bool): [Read-Write] Override Film Black Clip

  • override_film_grain_highlights_max (bool): [Read-Write] Override Film Grain Highlights Max

  • override_film_grain_highlights_min (bool): [Read-Write] Override Film Grain Highlights Min

  • override_film_grain_intensity (bool): [Read-Write] Override Film Grain Intensity

  • override_film_grain_intensity_highlights (bool): [Read-Write] Override Film Grain Intensity Highlights

  • override_film_grain_intensity_midtones (bool): [Read-Write] Override Film Grain Intensity Midtones

  • override_film_grain_intensity_shadows (bool): [Read-Write] Override Film Grain Intensity Shadows

  • override_film_grain_shadows_max (bool): [Read-Write] Override Film Grain Shadows Max

  • override_film_grain_texel_size (bool): [Read-Write] Override Film Grain Texel Size

  • override_film_grain_texture (bool): [Read-Write] Override Film Grain Texture

  • override_film_shoulder (bool): [Read-Write] Override Film Shoulder

  • override_film_slope (bool): [Read-Write] Override Film Slope

  • override_film_toe (bool): [Read-Write] Override Film Toe

  • override_film_white_clip (bool): [Read-Write] Override Film White Clip

  • override_histogram_log_max (bool): [Read-Write] Override Histogram Log Max

  • override_histogram_log_min (bool): [Read-Write] Override Histogram Log Min

  • override_indirect_lighting_color (bool): [Read-Write] Override Indirect Lighting Color

  • override_indirect_lighting_intensity (bool): [Read-Write] Override Indirect Lighting Intensity

  • override_lens_flare_bokeh_shape (bool): [Read-Write] Override Lens Flare Bokeh Shape

  • override_lens_flare_bokeh_size (bool): [Read-Write] Override Lens Flare Bokeh Size

  • override_lens_flare_intensity (bool): [Read-Write] Override Lens Flare Intensity

  • override_lens_flare_threshold (bool): [Read-Write] Override Lens Flare Threshold

  • override_lens_flare_tint (bool): [Read-Write] Override Lens Flare Tint

  • override_lens_flare_tints (bool): [Read-Write] Override Lens Flare Tints

  • override_local_exposure_blurred_luminance_blend (bool): [Read-Write] Override Local Exposure Blurred Luminance Blend

  • override_local_exposure_blurred_luminance_kernel_size_percent (bool): [Read-Write] Override Local Exposure Blurred Luminance Kernel Size Percent

  • override_local_exposure_contrast_scale (bool): [Read-Write] Override Local Exposure Contrast Scale

  • override_local_exposure_detail_strength (bool): [Read-Write] Override Local Exposure Detail Strength

  • override_local_exposure_middle_grey_bias (bool): [Read-Write] Override Local Exposure Middle Grey Bias

  • override_lumen_final_gather_lighting_update_speed (bool): [Read-Write] Override Lumen Final Gather Lighting Update Speed

  • override_lumen_final_gather_quality (bool): [Read-Write] Override Lumen Final Gather Quality

  • override_lumen_max_trace_distance (bool): [Read-Write] Override Lumen Max Trace Distance

  • override_lumen_ray_lighting_mode (bool): [Read-Write] Override Lumen Ray Lighting Mode

  • override_lumen_reflection_quality (bool): [Read-Write] Override Lumen Reflection Quality

  • override_lumen_scene_detail (bool): [Read-Write] Override Lumen Scene Detail

  • override_lumen_scene_lighting_quality (bool): [Read-Write] Override Lumen Scene Lighting Quality

  • override_lumen_scene_lighting_update_speed (bool): [Read-Write] Override Lumen Scene Lighting Update Speed

  • override_lumen_scene_view_distance (bool): [Read-Write] Override Lumen Scene View Distance

  • override_mobile_hq_gaussian (bool): [Read-Write] Override Mobile HQGaussian

  • override_motion_blur_amount (bool): [Read-Write] Override Motion Blur Amount

  • override_motion_blur_max (bool): [Read-Write] Override Motion Blur Max

  • override_motion_blur_per_object_size (bool): [Read-Write] Override Motion Blur Per Object Size

  • override_motion_blur_target_fps (bool): [Read-Write] Override Motion Blur Target FPS

  • override_path_tracing_enable_denoiser (bool): [Read-Write] Override Path Tracing Enable Denoiser

  • override_path_tracing_enable_emissive (bool): [Read-Write] Override Path Tracing Enable Emissive

  • override_path_tracing_enable_reference_dof (bool): [Read-Write] Override Path Tracing Enable Reference DOF

  • override_path_tracing_filter_width (bool): [Read-Write] Override Path Tracing Filter Width

  • override_path_tracing_max_bounces (bool): [Read-Write] Override Path Tracing Max Bounces

  • override_path_tracing_max_path_exposure (bool): [Read-Write] Override Path Tracing Max Path Exposure

  • override_path_tracing_samples_per_pixel (bool): [Read-Write] Override Path Tracing Samples Per Pixel

  • override_ray_tracing_ao (bool): [Read-Write] Override Ray Tracing AO

  • override_ray_tracing_ao_intensity (bool): [Read-Write] Override Ray Tracing AOIntensity

  • override_ray_tracing_ao_radius (bool): [Read-Write] Override Ray Tracing AORadius

  • override_ray_tracing_ao_samples_per_pixel (bool): [Read-Write] Override Ray Tracing AOSamples Per Pixel

  • override_ray_tracing_gi (bool): [Read-Write] Override Ray Tracing GI

  • override_ray_tracing_gi_max_bounces (bool): [Read-Write] Override Ray Tracing GIMax Bounces

  • override_ray_tracing_gi_samples_per_pixel (bool): [Read-Write] Override Ray Tracing GISamples Per Pixel

  • override_ray_tracing_reflections_max_bounces (bool): [Read-Write] Override Ray Tracing Reflections Max Bounces

  • override_ray_tracing_reflections_max_roughness (bool): [Read-Write] Override Ray Tracing Reflections Max Roughness

  • override_ray_tracing_reflections_samples_per_pixel (bool): [Read-Write] Override Ray Tracing Reflections Samples Per Pixel

  • override_ray_tracing_reflections_shadows (bool): [Read-Write] Override Ray Tracing Reflections Shadows

  • override_ray_tracing_reflections_translucency (bool): [Read-Write] Override Ray Tracing Reflections Translucency

  • override_ray_tracing_translucency_max_roughness (bool): [Read-Write] Override Ray Tracing Translucency Max Roughness

  • override_ray_tracing_translucency_refraction (bool): [Read-Write] Override Ray Tracing Translucency Refraction

  • override_ray_tracing_translucency_refraction_rays (bool): [Read-Write] Override Ray Tracing Translucency Refraction Rays

  • override_ray_tracing_translucency_samples_per_pixel (bool): [Read-Write] Override Ray Tracing Translucency Samples Per Pixel

  • override_ray_tracing_translucency_shadows (bool): [Read-Write] Override Ray Tracing Translucency Shadows

  • override_reflection_method (bool): [Read-Write] Override Reflection Method

  • override_scene_color_tint (bool): [Read-Write] Override Scene Color Tint

  • override_scene_fringe_intensity (bool): [Read-Write] Override Scene Fringe Intensity

  • override_screen_space_reflection_intensity (bool): [Read-Write] Override Screen Space Reflection Intensity

  • override_screen_space_reflection_max_roughness (bool): [Read-Write] Override Screen Space Reflection Max Roughness

  • override_screen_space_reflection_quality (bool): [Read-Write] Override Screen Space Reflection Quality

  • override_screen_space_reflection_roughness_scale (bool): [Read-Write] Override Screen Space Reflection Roughness Scale

  • override_temperature_type (bool): [Read-Write] Override Temperature Type: first all bOverride_… as they get grouped together into bitfields

  • override_tone_curve_amount (bool): [Read-Write] Override Tone Curve Amount

  • override_translucency_type (bool): [Read-Write] Override Translucency Type

  • override_vignette_intensity (bool): [Read-Write] Override Vignette Intensity

  • override_white_temp (bool): [Read-Write] Override White Temp

  • override_white_tint (bool): [Read-Write] Override White Tint

  • path_tracing_enable_denoiser (bool): [Read-Write] Path Tracing Enable Denoiser: Run the currently loaded denoiser plugin on the last sample to remove noise from the output. Has no effect if a plug-in is not loaded.

  • path_tracing_enable_emissive (bool): [Read-Write] Path Tracing Enable Emissive: Enables emissive materials for the path tracer. This can prevent double-counting of illumination from surfaces that are also represented by light sources, and noise from small emitters.

  • path_tracing_enable_reference_dof (bool): [Read-Write] Path Tracing Enable Reference DOF: Enables a reference quality depth-of-field which replaces the post-process effect.

  • path_tracing_filter_width (float): [Read-Write] Path Tracing Filter Width: Sets anti-aliasing filter width for the path tracer. Lower values are sharper (and more aliased), larger values are softer (and blurrier).

  • path_tracing_max_bounces (int32): [Read-Write] Path Tracing Max Bounces: Sets the path tracing maximum bounces

  • path_tracing_max_path_exposure (float): [Read-Write] Path Tracing Max Path Exposure: Sets the maximum exposure allowed in the path tracer to reduce fireflies. This should be set a few stops higher than the scene exposure.

  • path_tracing_samples_per_pixel (int32): [Read-Write] Path Tracing Samples Per Pixel: Sets the samples per pixel for the path tracer.

  • ray_tracing_ao (bool): [Read-Write] Ray Tracing AO: Enables ray tracing ambient occlusion.

  • ray_tracing_ao_intensity (float): [Read-Write] Ray Tracing AOIntensity: Scalar factor on the ray-tracing ambient occlusion score.

  • ray_tracing_ao_radius (float): [Read-Write] Ray Tracing AORadius: Defines the world-space search radius for occlusion rays.

  • ray_tracing_ao_samples_per_pixel (int32): [Read-Write] Ray Tracing AOSamples Per Pixel: Sets the samples per pixel for ray tracing ambient occlusion.

  • ray_tracing_gi_max_bounces (int32): [Read-Write] Ray Tracing GIMax Bounces: Sets the ray tracing global illumination maximum bounces.

  • ray_tracing_gi_samples_per_pixel (int32): [Read-Write] Ray Tracing GISamples Per Pixel: Sets the samples per pixel for ray tracing global illumination.

  • ray_tracing_gi_type (RayTracingGlobalIlluminationType): [Read-Write] Ray Tracing GIType: Sets the ray tracing global illumination type.

  • ray_tracing_reflections_max_bounces (int32): [Read-Write] Ray Tracing Reflections Max Bounces: Sets the maximum number of ray tracing reflection bounces.

  • ray_tracing_reflections_max_roughness (float): [Read-Write] Ray Tracing Reflections Max Roughness: Sets the maximum roughness until which ray tracing reflections will be visible (lower value is faster). Reflection contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.

  • ray_tracing_reflections_samples_per_pixel (int32): [Read-Write] Ray Tracing Reflections Samples Per Pixel: Sets the samples per pixel for ray traced reflections.

  • ray_tracing_reflections_shadows (ReflectedAndRefractedRayTracedShadows): [Read-Write] Ray Tracing Reflections Shadows: Sets the reflected shadows type.

  • ray_tracing_reflections_translucency (bool): [Read-Write] Ray Tracing Reflections Translucency: Enables ray tracing translucency in reflections.

  • ray_tracing_translucency_max_roughness (float): [Read-Write] Ray Tracing Translucency Max Roughness: Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster). Translucency contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.

  • ray_tracing_translucency_refraction (bool): [Read-Write] Ray Tracing Translucency Refraction: Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event).

  • ray_tracing_translucency_refraction_rays (int32): [Read-Write] Ray Tracing Translucency Refraction Rays: Sets the maximum number of ray tracing refraction rays.

  • ray_tracing_translucency_samples_per_pixel (int32): [Read-Write] Ray Tracing Translucency Samples Per Pixel: Sets the samples per pixel for ray traced translucency.

  • ray_tracing_translucency_shadows (ReflectedAndRefractedRayTracedShadows): [Read-Write] Ray Tracing Translucency Shadows: Sets the translucency shadows type.

  • reflection_method (ReflectionMethod): [Read-Write] Reflection Method: Chooses the Reflection method. Not compatible with Forward Shading.

  • scene_color_tint (LinearColor): [Read-Write] Scene Color Tint: Scene tint color

  • scene_fringe_intensity (float): [Read-Write] Scene Fringe Intensity: in percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.

  • screen_space_reflection_intensity (float): [Read-Write] Screen Space Reflection Intensity: Enable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency

  • screen_space_reflection_max_roughness (float): [Read-Write] Screen Space Reflection Max Roughness: Until what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster

  • screen_space_reflection_quality (float): [Read-Write] Screen Space Reflection Quality: 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance.

  • temperature_type (TemperatureMethod): [Read-Write] Temperature Type: Selects the type of temperature calculation. White Balance uses the Temperature value to control the virtual camera’s White Balance. This is the default selection. Color Temperature uses the Temperature value to adjust the color temperature of the scene, which is the inverse of the White Balance operation.

  • tone_curve_amount (float): [Read-Write] Tone Curve Amount: Allow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve)

  • translucency_type (TranslucencyType): [Read-Write] Translucency Type: Sets the translucency type

  • vignette_intensity (float): [Read-Write] Vignette Intensity: 0..1 0=off/no vignette .. 1=strong vignette

  • weighted_blendables (WeightedBlendables): [Read-Write] Weighted Blendables: Allows custom post process materials to be defined, using a MaterialInstance with the same Material as its parent to allow blending. For materials this needs to be the “PostProcess” domain type. This can be used for any UObject object implementing the IBlendableInterface (e.g. could be used to fade weather settings).

  • white_temp (float): [Read-Write] White Temp

  • white_tint (float): [Read-Write] White Tint

property ambient_cubemap

[Read-Write] Ambient Cubemap: The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here

Type

(TextureCube)

property ambient_cubemap_intensity

[Read-Write] Ambient Cubemap Intensity: To scale the Ambient cubemap brightness >=0: off, 1(default), >1 brighter

Type

(float)

property ambient_cubemap_tint

[Read-Write] Ambient Cubemap Tint: AmbientCubemap tint color

Type

(LinearColor)

property ambient_occlusion_bias

[Read-Write] Ambient Occlusion Bias: >0, in unreal units, default (3.0) works well for flat surfaces but can reduce details

Type

(float)

property ambient_occlusion_fade_distance

[Read-Write] Ambient Occlusion Fade Distance: >0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object)

Type

(float)

property ambient_occlusion_fade_radius

[Read-Write] Ambient Occlusion Fade Radius: >0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out

Type

(float)

property ambient_occlusion_intensity

[Read-Write] Ambient Occlusion Intensity: 0..1 0=off/no ambient occlusion .. 1=strong ambient occlusion, defines how much it affects the non direct lighting after base pass

Type

(float)

property ambient_occlusion_mip_blend

[Read-Write] Ambient Occlusion Mip Blend: Affects the blend over the multiple mips (lower resolution versions) , 0:fully use full resolution, 1::fully use low resolution, around 0.6 seems to be a good value

Type

(float)

property ambient_occlusion_mip_scale

[Read-Write] Ambient Occlusion Mip Scale: Affects the radius AO radius scale over the multiple mips (lower resolution versions)

Type

(float)

property ambient_occlusion_mip_threshold

[Read-Write] Ambient Occlusion Mip Threshold: to tweak the bilateral upsampling when using multiple mips (lower resolution versions)

Type

(float)

property ambient_occlusion_power

[Read-Write] Ambient Occlusion Power: >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

Type

(float)

property ambient_occlusion_quality

[Read-Write] Ambient Occlusion Quality: 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition

Type

(float)

property ambient_occlusion_radius

[Read-Write] Ambient Occlusion Radius: >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

Type

(float)

property ambient_occlusion_radius_in_ws

[Read-Write] Ambient Occlusion Radius in WS: true: AO radius is in world space units, false: AO radius is locked the view space in 400 units

Type

(bool)

property ambient_occlusion_static_fraction

[Read-Write] Ambient Occlusion Static Fraction: 0..1 0=no effect on static lighting .. 1=AO affects the stat lighting, 0 is free meaning no extra rendering pass

Type

(float)

property ambient_occlusion_temporal_blend_weight

[Read-Write] Ambient Occlusion Temporal Blend Weight: How much to blend the current frame with previous frames when using GTAO with temporal accumulation

Type

(float)

property auto_exposure_apply_physical_camera_exposure

[Read-Write] Auto Exposure Apply Physical Camera Exposure: Only affects Manual exposure mode.

Type

(bool)

property auto_exposure_bias

[Read-Write] Auto Exposure Bias: Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …

Type

(float)

property auto_exposure_bias_curve

[Read-Write] Auto Exposure Bias Curve: Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …

Type

(CurveFloat)

property auto_exposure_high_percent

[Read-Write] Auto Exposure High Percent: The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95

Type

(float)

property auto_exposure_low_percent

[Read-Write] Auto Exposure Low Percent: The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80

Type

(float)

property auto_exposure_max_brightness

[Read-Write] Auto Exposure Max Brightness: Auto-Exposure maximum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).

Type

(float)

property auto_exposure_meter_mask

[Read-Write] Auto Exposure Meter Mask: Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence.

Type

(Texture)

property auto_exposure_method

[Read-Write] Auto Exposure Method: Luminance computation method

Type

(AutoExposureMethod)

property auto_exposure_min_brightness

[Read-Write] Auto Exposure Min Brightness: Auto-Exposure minimum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).

Type

(float)

property auto_exposure_speed_down

[Read-Write] Auto Exposure Speed Down: In F-stops per second, should be >0

Type

(float)

property auto_exposure_speed_up

[Read-Write] Auto Exposure Speed Up: In F-stops per second, should be >0

Type

(float)

property b_override_exposure_offset

‘b_override_exposure_offset’ was renamed to ‘override_auto_exposure_bias’.

Type

deprecated

property b_override_eye_adaptation_high_percent

‘b_override_eye_adaptation_high_percent’ was renamed to ‘override_auto_exposure_high_percent’.

Type

deprecated

property b_override_eye_adaptation_low_percent

‘b_override_eye_adaptation_low_percent’ was renamed to ‘override_auto_exposure_low_percent’.

Type

deprecated

property b_override_eye_adaptation_max_brightness

‘b_override_eye_adaptation_max_brightness’ was renamed to ‘override_auto_exposure_max_brightness’.

Type

deprecated

property b_override_eye_adaptation_min_brightness

‘b_override_eye_adaptation_min_brightness’ was renamed to ‘override_auto_exposure_min_brightness’.

Type

deprecated

property b_override_eye_adaption_speed_down

‘b_override_eye_adaption_speed_down’ was renamed to ‘override_auto_exposure_speed_down’.

Type

deprecated

property b_override_eye_adaption_speed_up

‘b_override_eye_adaption_speed_up’ was renamed to ‘override_auto_exposure_speed_up’.

Type

deprecated

property b_override_local_exposure_contrast_reduction

‘b_override_local_exposure_contrast_reduction’ was renamed to ‘override_local_exposure_contrast_scale’.

Type

deprecated

property bloom1_size

[Read-Write] Bloom 1Size: Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations

Type

(float)

property bloom1_tint

[Read-Write] Bloom 1Tint: Bloom1 tint color

Type

(LinearColor)

property bloom2_size

[Read-Write] Bloom 2Size: Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

Type

(float)

property bloom2_tint

[Read-Write] Bloom 2Tint: Bloom2 tint color

Type

(LinearColor)

property bloom3_size

[Read-Write] Bloom 3Size: Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

Type

(float)

property bloom3_tint

[Read-Write] Bloom 3Tint: Bloom3 tint color

Type

(LinearColor)

property bloom4_size

[Read-Write] Bloom 4Size: Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

Type

(float)

property bloom4_tint

[Read-Write] Bloom 4Tint: Bloom4 tint color

Type

(LinearColor)

property bloom5_size

[Read-Write] Bloom 5Size: Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

Type

(float)

property bloom5_tint

[Read-Write] Bloom 5Tint: Bloom5 tint color

Type

(LinearColor)

property bloom6_size

[Read-Write] Bloom 6Size: Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

Type

(float)

property bloom6_tint

[Read-Write] Bloom 6Tint: Bloom6 tint color

Type

(LinearColor)

property bloom_convolution_buffer_scale

[Read-Write] Bloom Convolution Buffer Scale: Implicit buffer region as a fraction of the screen size to insure the bloom does not wrap across the screen. Larger sizes have perf impact.

Type

(float)

property bloom_convolution_center_uv

[Read-Write] Bloom Convolution Center UV: The UV location of the center of the kernel. Should be very close to (.5,.5)

Type

(Vector2D)

property bloom_convolution_pre_filter_max

[Read-Write] Bloom Convolution Pre Filter Max: Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

Type

(float)

property bloom_convolution_pre_filter_min

[Read-Write] Bloom Convolution Pre Filter Min: Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

Type

(float)

property bloom_convolution_pre_filter_mult

[Read-Write] Bloom Convolution Pre Filter Mult: Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

Type

(float)

property bloom_convolution_scatter_dispersion

[Read-Write] Bloom Convolution Scatter Dispersion: Intensity multiplier on the scatter dispersion energy of the kernel. 1.0 means exactly use the same energy as the kernel scatter dispersion.

Type

(float)

property bloom_convolution_size

[Read-Write] Bloom Convolution Size: Relative size of the convolution kernel image compared to the minor axis of the viewport

Type

(float)

property bloom_convolution_texture

[Read-Write] Bloom Convolution Texture: Texture to replace default convolution bloom kernel

Type

(Texture2D)

property bloom_dirt_mask

[Read-Write] Bloom Dirt Mask: Texture that defines the dirt on the camera lens where the light of very bright objects is scattered.

Type

(Texture)

property bloom_dirt_mask_intensity

[Read-Write] Bloom Dirt Mask Intensity: BloomDirtMask intensity

Type

(float)

property bloom_dirt_mask_tint

[Read-Write] Bloom Dirt Mask Tint: BloomDirtMask tint color

Type

(LinearColor)

property bloom_intensity

[Read-Write] Bloom Intensity: Multiplier for all bloom contributions >=0: off, 1(default), >1 brighter

Type

(float)

property bloom_method

[Read-Write] Bloom Method: Bloom algorithm

Type

(BloomMethod)

property bloom_size_scale

[Read-Write] Bloom Size Scale: Scale for all bloom sizes

Type

(float)

property bloom_threshold

[Read-Write] Bloom Threshold: minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter

Type

(float)

property blue_correction

[Read-Write] Blue Correction: Correct for artifacts with “electric” blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.

Type

(float)

property camera_iso

[Read-Write] Camera ISO: The camera sensor sensitivity

Type

(float)

property camera_shutter_speed

[Read-Write] Camera Shutter Speed: The camera shutter in seconds.

Type

(float)

property chromatic_aberration_start_offset

[Read-Write] Chromatic Aberration Start Offset: A normalized distance to the center of the framebuffer where the effect takes place.

Type

(float)

property color_contrast

[Read-Write] Color Contrast

Type

(Vector4)

property color_contrast_highlights

[Read-Write] Color Contrast Highlights

Type

(Vector4)

property color_contrast_midtones

[Read-Write] Color Contrast Midtones

Type

(Vector4)

property color_contrast_shadows

[Read-Write] Color Contrast Shadows

Type

(Vector4)

property color_correction_highlights_max

[Read-Write] Color Correction Highlights Max: Should be set larger than HighlightsMin. Default is 1.0, for backwards compatibility

Type

(float)

property color_correction_highlights_min

[Read-Write] Color Correction Highlights Min

Type

(float)

property color_correction_shadows_max

[Read-Write] Color Correction Shadows Max

Type

(float)

property color_gain

[Read-Write] Color Gain

Type

(Vector4)

property color_gain_highlights

[Read-Write] Color Gain Highlights

Type

(Vector4)

property color_gain_midtones

[Read-Write] Color Gain Midtones

Type

(Vector4)

property color_gain_shadows

[Read-Write] Color Gain Shadows

Type

(Vector4)

property color_gamma

[Read-Write] Color Gamma

Type

(Vector4)

property color_gamma_highlights

[Read-Write] Color Gamma Highlights

Type

(Vector4)

property color_gamma_midtones

[Read-Write] Color Gamma Midtones

Type

(Vector4)

property color_gamma_shadows

[Read-Write] Color Gamma Shadows

Type

(Vector4)

property color_grading_intensity

[Read-Write] Color Grading Intensity: Color grading lookup table intensity. 0 = no intensity, 1=full intensity

Type

(float)

property color_grading_lut

[Read-Write] Color Grading LUT: Look up table texture to use or none of not used

Type

(Texture)

property color_offset

[Read-Write] Color Offset

Type

(Vector4)

property color_offset_highlights

[Read-Write] Color Offset Highlights

Type

(Vector4)

property color_offset_midtones

[Read-Write] Color Offset Midtones

Type

(Vector4)

property color_offset_shadows

[Read-Write] Color Offset Shadows

Type

(Vector4)

property color_saturation

[Read-Write] Color Saturation: Color Correction controls

Type

(Vector4)

property color_saturation_highlights

[Read-Write] Color Saturation Highlights

Type

(Vector4)

property color_saturation_midtones

[Read-Write] Color Saturation Midtones

Type

(Vector4)

property color_saturation_shadows

[Read-Write] Color Saturation Shadows

Type

(Vector4)

property depth_of_field_blade_count

[Read-Write] Depth Of Field Blade Count: Defines the number of blades of the diaphragm within the lens (between 4 and 16).

Type

(int32)

property depth_of_field_depth_blur_amount

[Read-Write] Depth Of Field Depth Blur Amount: CircleDOF only: Depth blur km for 50%

Type

(float)

property depth_of_field_depth_blur_radius

[Read-Write] Depth Of Field Depth Blur Radius: CircleDOF only: Depth blur radius in pixels at 1920x

Type

(float)

property depth_of_field_far_blur_size

[Read-Write] Depth Of Field Far Blur Size: Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

Type

(float)

property depth_of_field_far_transition_region

[Read-Write] Depth Of Field Far Transition Region: To define the width of the transition region next to the focal region on the near side (cm)

Type

(float)

property depth_of_field_focal_distance

[Read-Write] Depth Of Field Focal Distance: Distance in which the Depth of Field effect should be sharp, in unreal units (cm)

Type

(float)

property depth_of_field_focal_region

[Read-Write] Depth Of Field Focal Region: Artificial region where all content is in focus, starting after DepthOfFieldFocalDistance, in unreal units (cm)

Type

(float)

property depth_of_field_fstop

[Read-Write] Depth Of Field Fstop: Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effect

Type

(float)

property depth_of_field_min_fstop

[Read-Write] Depth Of Field Min Fstop: Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm. Set it to 0 to get straight blades.

Type

(float)

property depth_of_field_near_blur_size

[Read-Write] Depth Of Field Near Blur Size: Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

Type

(float)

property depth_of_field_near_transition_region

[Read-Write] Depth Of Field Near Transition Region: To define the width of the transition region next to the focal region on the near side (cm)

Type

(float)

property depth_of_field_occlusion

[Read-Write] Depth Of Field Occlusion: Occlusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)

Type

(float)

property depth_of_field_scale

[Read-Write] Depth Of Field Scale: SM5: BokehDOF only: To amplify the depth of field effect (like aperture) 0=off

ES3_1: Used to blend DoF. 0=off

Type

(float)

property depth_of_field_sensor_width

[Read-Write] Depth Of Field Sensor Width: Width of the camera sensor to assume, in mm.

Type

(float)

property depth_of_field_sky_focus_distance

[Read-Write] Depth Of Field Sky Focus Distance: Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performance

Type

(float)

property depth_of_field_vignette_size

[Read-Write] Depth Of Field Vignette Size: Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it off

Type

(float)

property dynamic_global_illumination_method

[Read-Write] Dynamic Global Illumination Method: Chooses the Dynamic Global Illumination method. Not compatible with Forward Shading.

Type

(DynamicGlobalIlluminationMethod)

property expand_gamut

[Read-Write] Expand Gamut: Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

Type

(float)

property exposure_offset

‘exposure_offset’ was renamed to ‘auto_exposure_bias’.

Type

deprecated

property eye_adaptation_high_percent

‘eye_adaptation_high_percent’ was renamed to ‘auto_exposure_high_percent’.

Type

deprecated

property eye_adaptation_low_percent

‘eye_adaptation_low_percent’ was renamed to ‘auto_exposure_low_percent’.

Type

deprecated

property eye_adaptation_max_brightness

‘eye_adaptation_max_brightness’ was renamed to ‘auto_exposure_max_brightness’.

Type

deprecated

property eye_adaptation_min_brightness

‘eye_adaptation_min_brightness’ was renamed to ‘auto_exposure_min_brightness’.

Type

deprecated

property eye_adaption_speed_down

‘eye_adaption_speed_down’ was renamed to ‘auto_exposure_speed_down’.

Type

deprecated

property eye_adaption_speed_up

‘eye_adaption_speed_up’ was renamed to ‘auto_exposure_speed_up’.

Type

deprecated

property film_black_clip

[Read-Write] Film Black Clip

Type

(float)

property film_grain_highlights_max

[Read-Write] Film Grain Highlights Max: Should be set larger than HighlightsMin. Default is 1.0, for backwards compatibility

Type

(float)

property film_grain_highlights_min

[Read-Write] Film Grain Highlights Min

Type

(float)

property film_grain_intensity

[Read-Write] Film Grain Intensity: 0..1 Film grain intensity to apply. LinearSceneColor *= lerp(1.0, DecodedFilmGrainTexture, FilmGrainIntensity)

Type

(float)

property film_grain_intensity_highlights

[Read-Write] Film Grain Intensity Highlights

Type

(float)

property film_grain_intensity_midtones

[Read-Write] Film Grain Intensity Midtones

Type

(float)

property film_grain_intensity_shadows

[Read-Write] Film Grain Intensity Shadows

Type

(float)

property film_grain_shadows_max

[Read-Write] Film Grain Shadows Max

Type

(float)

property film_grain_texel_size

[Read-Write] Film Grain Texel Size: Size of texel of FilmGrainTexture on screen.

Type

(float)

property film_grain_texture

[Read-Write] Film Grain Texture: Defines film grain texture to use.

Type

(Texture2D)

property film_shoulder

[Read-Write] Film Shoulder

Type

(float)

property film_slope

[Read-Write] Film Slope

Type

(float)

property film_toe

[Read-Write] Film Toe

Type

(float)

property film_white_clip

[Read-Write] Film White Clip

Type

(float)

property histogram_log_max

[Read-Write] Histogram Log Max: Histogram Max value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)

Type

(float)

property histogram_log_min

[Read-Write] Histogram Log Min: Histogram Min value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)

Type

(float)

property indirect_lighting_color

[Read-Write] Indirect Lighting Color: Adjusts indirect lighting color. (1,1,1) is default. (0,0,0) to disable GI. The show flag ‘Global Illumination’ must be enabled to use this property.

Type

(LinearColor)

property indirect_lighting_intensity

[Read-Write] Indirect Lighting Intensity: Scales the indirect lighting contribution. A value of 0 disables GI. Default is 1. The show flag ‘Global Illumination’ must be enabled to use this property.

Type

(float)

property lens_flare_bokeh_shape

[Read-Write] Lens Flare Bokeh Shape: Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended

Type

(Texture)

property lens_flare_bokeh_size

[Read-Write] Lens Flare Bokeh Size: Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note: performance cost is radius*radius)

Type

(float)

property lens_flare_intensity

[Read-Write] Lens Flare Intensity: Brightness scale of the image cased lens flares (linear)

Type

(float)

property lens_flare_threshold

[Read-Write] Lens Flare Threshold: Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see)

Type

(float)

property lens_flare_tint

[Read-Write] Lens Flare Tint: Tint color for the image based lens flares.

Type

(LinearColor)

property local_exposure_blurred_luminance_blend

[Read-Write] Local Exposure Blurred Luminance Blend: Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Blend between bilateral filtered and blurred luminance as the base layer. Blurred luminance helps preserve image appearance and specular highlights, and reduce ringing. Good values are usually in the range 0.4 .. 0.6

Type

(float)

property local_exposure_blurred_luminance_kernel_size_percent

[Read-Write] Local Exposure Blurred Luminance Kernel Size Percent: Kernel size (percentage of screen) used to blur frame luminance.

Type

(float)

property local_exposure_contrast_reduction

‘local_exposure_contrast_reduction’ was renamed to ‘local_exposure_contrast_scale’.

Type

deprecated

property local_exposure_contrast_scale

[Read-Write] Local Exposure Contrast Scale: Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Contrast of the base layer is reduced based on this value. Value less than 1 will enable local exposure. Good values are usually in the range 0.6 .. 1.0.

Type

(float)

property local_exposure_detail_strength

[Read-Write] Local Exposure Detail Strength: Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Value different than 1 will enable local exposure. This value should be set to 1 in most cases.

Type

(float)

property local_exposure_middle_grey_bias

[Read-Write] Local Exposure Middle Grey Bias: Logarithmic adjustment for the local exposure middle grey. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …

Type

(float)

property lumen_final_gather_lighting_update_speed

[Read-Write] Lumen Final Gather Lighting Update Speed: Controls how much Lumen Final Gather is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost and noise.

Type

(float)

property lumen_final_gather_quality

[Read-Write] Lumen Final Gather Quality: Scales Lumen’s Final Gather quality. Larger scales reduce noise, but greatly increase GPU cost.

Type

(float)

property lumen_max_trace_distance

[Read-Write] Lumen Max Trace Distance: Controls the maximum distance that Lumen should trace while solving lighting. Values that are too small will cause lighting to leak into large caves, while values that are large will increase GPU cost.

Type

(float)

property lumen_ray_lighting_mode

[Read-Write] Lumen Ray Lighting Mode: Controls how Lumen rays are lit when Lumen is using Hardware Ray Tracing. By default, Lumen uses the Surface Cache for best performance, but can be set to ‘Hit Lighting’ for higher quality.

Type

(LumenRayLightingModeOverride)

property lumen_reflection_quality

[Read-Write] Lumen Reflection Quality: Scales the Reflection quality. Larger scales reduce noise in reflections, but increase GPU cost.

Type

(float)

property lumen_scene_detail

[Read-Write] Lumen Scene Detail: Controls the size of instances that can be represented in Lumen Scene. Larger values will ensure small objects are represented, but increase GPU cost.

Type

(float)

property lumen_scene_lighting_quality

[Read-Write] Lumen Scene Lighting Quality: Scales Lumen Scene’s quality. Larger scales cause Lumen Scene to be calculated with a higher fidelity, which can be visible in reflections, but increase GPU cost.

Type

(float)

property lumen_scene_lighting_update_speed

[Read-Write] Lumen Scene Lighting Update Speed: Controls how much Lumen Scene is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost.

Type

(float)

property lumen_scene_view_distance

[Read-Write] Lumen Scene View Distance: Sets the maximum view distance of the scene that Lumen maintains for ray tracing against. Larger values will increase the effective range of sky shadowing and Global Illumination, but increase GPU cost.

Type

(float)

property mobile_hq_gaussian

[Read-Write] Mobile HQGaussian: Enable HQ Gaussian on high end mobile platforms. (ES3_1)

Type

(bool)

property motion_blur_amount

[Read-Write] Motion Blur Amount: Strength of motion blur, 0:off, should be renamed to intensity

Type

(float)

property motion_blur_max

[Read-Write] Motion Blur Max: max distortion caused by motion blur, in percent of the screen width, 0:off

Type

(float)

property motion_blur_per_object_size

[Read-Write] Motion Blur Per Object Size: The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width. smaller numbers cause more draw calls, default: 4%

Type

(float)

property motion_blur_target_fps

[Read-Write] Motion Blur Target FPS: Defines the target FPS for motion blur. Makes motion blur independent of actual frame rate and relative to the specified target FPS instead. Higher target FPS results in shorter frames, which means shorter shutter times and less motion blur. Lower FPS means more motion blur. A value of zero makes the motion blur dependent on the actual frame rate.

Type

(int32)

property override_ambient_cubemap_intensity

[Read-Write] Override Ambient Cubemap Intensity

Type

(bool)

property override_ambient_cubemap_tint

[Read-Write] Override Ambient Cubemap Tint

Type

(bool)

property override_ambient_occlusion_bias

[Read-Write] Override Ambient Occlusion Bias

Type

(bool)

property override_ambient_occlusion_fade_distance

[Read-Write] Override Ambient Occlusion Fade Distance

Type

(bool)

property override_ambient_occlusion_fade_radius

[Read-Write] Override Ambient Occlusion Fade Radius

Type

(bool)

property override_ambient_occlusion_intensity

[Read-Write] Override Ambient Occlusion Intensity

Type

(bool)

property override_ambient_occlusion_mip_blend

[Read-Write] Override Ambient Occlusion Mip Blend

Type

(bool)

property override_ambient_occlusion_mip_scale

[Read-Write] Override Ambient Occlusion Mip Scale

Type

(bool)

property override_ambient_occlusion_mip_threshold

[Read-Write] Override Ambient Occlusion Mip Threshold

Type

(bool)

property override_ambient_occlusion_power

[Read-Write] Override Ambient Occlusion Power

Type

(bool)

property override_ambient_occlusion_quality

[Read-Write] Override Ambient Occlusion Quality

Type

(bool)

property override_ambient_occlusion_radius

[Read-Write] Override Ambient Occlusion Radius

Type

(bool)

property override_ambient_occlusion_radius_in_ws

[Read-Write] Override Ambient Occlusion Radius in WS

Type

(bool)

property override_ambient_occlusion_static_fraction

[Read-Write] Override Ambient Occlusion Static Fraction

Type

(bool)

property override_ambient_occlusion_temporal_blend_weight

[Read-Write] Override Ambient Occlusion Temporal Blend Weight

Type

(bool)

property override_auto_exposure_apply_physical_camera_exposure

[Read-Write] Override Auto Exposure Apply Physical Camera Exposure

Type

(bool)

property override_auto_exposure_bias

[Read-Write] Override Auto Exposure Bias

Type

(bool)

property override_auto_exposure_bias_curve

[Read-Write] Override Auto Exposure Bias Curve

Type

(bool)

property override_auto_exposure_high_percent

[Read-Write] Override Auto Exposure High Percent

Type

(bool)

property override_auto_exposure_low_percent

[Read-Write] Override Auto Exposure Low Percent

Type

(bool)

property override_auto_exposure_max_brightness

[Read-Write] Override Auto Exposure Max Brightness

Type

(bool)

property override_auto_exposure_meter_mask

[Read-Write] Override Auto Exposure Meter Mask

Type

(bool)

property override_auto_exposure_method

[Read-Write] Override Auto Exposure Method

Type

(bool)

property override_auto_exposure_min_brightness

[Read-Write] Override Auto Exposure Min Brightness

Type

(bool)

property override_auto_exposure_speed_down

[Read-Write] Override Auto Exposure Speed Down

Type

(bool)

property override_auto_exposure_speed_up

[Read-Write] Override Auto Exposure Speed Up

Type

(bool)

property override_bloom1_size

[Read-Write] Override Bloom 1Size

Type

(bool)

property override_bloom1_tint

[Read-Write] Override Bloom 1Tint

Type

(bool)

property override_bloom2_size

[Read-Write] Override Bloom 2Size

Type

(bool)

property override_bloom2_tint

[Read-Write] Override Bloom 2Tint

Type

(bool)

property override_bloom3_size

[Read-Write] Override Bloom 3Size

Type

(bool)

property override_bloom3_tint

[Read-Write] Override Bloom 3Tint

Type

(bool)

property override_bloom4_size

[Read-Write] Override Bloom 4Size

Type

(bool)

property override_bloom4_tint

[Read-Write] Override Bloom 4Tint

Type

(bool)

property override_bloom5_size

[Read-Write] Override Bloom 5Size

Type

(bool)

property override_bloom5_tint

[Read-Write] Override Bloom 5Tint

Type

(bool)

property override_bloom6_size

[Read-Write] Override Bloom 6Size

Type

(bool)

property override_bloom6_tint

[Read-Write] Override Bloom 6Tint

Type

(bool)

property override_bloom_convolution_buffer_scale

[Read-Write] Override Bloom Convolution Buffer Scale

Type

(bool)

property override_bloom_convolution_center_uv

[Read-Write] Override Bloom Convolution Center UV

Type

(bool)

property override_bloom_convolution_pre_filter_max

[Read-Write] Override Bloom Convolution Pre Filter Max

Type

(bool)

property override_bloom_convolution_pre_filter_min

[Read-Write] Override Bloom Convolution Pre Filter Min

Type

(bool)

property override_bloom_convolution_pre_filter_mult

[Read-Write] Override Bloom Convolution Pre Filter Mult

Type

(bool)

property override_bloom_convolution_scatter_dispersion

[Read-Write] Override Bloom Convolution Scatter Dispersion

Type

(bool)

property override_bloom_convolution_size

[Read-Write] Override Bloom Convolution Size

Type

(bool)

property override_bloom_convolution_texture

[Read-Write] Override Bloom Convolution Texture

Type

(bool)

property override_bloom_dirt_mask

[Read-Write] Override Bloom Dirt Mask

Type

(bool)

property override_bloom_dirt_mask_intensity

[Read-Write] Override Bloom Dirt Mask Intensity

Type

(bool)

property override_bloom_dirt_mask_tint

[Read-Write] Override Bloom Dirt Mask Tint

Type

(bool)

property override_bloom_intensity

[Read-Write] Override Bloom Intensity

Type

(bool)

property override_bloom_method

[Read-Write] Override Bloom Method

Type

(bool)

property override_bloom_size_scale

[Read-Write] Override Bloom Size Scale

Type

(bool)

property override_bloom_threshold

[Read-Write] Override Bloom Threshold

Type

(bool)

property override_blue_correction

[Read-Write] Override Blue Correction

Type

(bool)

property override_camera_iso

[Read-Write] Override Camera ISO

Type

(bool)

property override_camera_shutter_speed

[Read-Write] Override Camera Shutter Speed

Type

(bool)

property override_chromatic_aberration_start_offset

[Read-Write] Override Chromatic Aberration Start Offset

Type

(bool)

property override_color_contrast

[Read-Write] Override Color Contrast

Type

(bool)

property override_color_contrast_highlights

[Read-Write] Override Color Contrast Highlights

Type

(bool)

property override_color_contrast_midtones

[Read-Write] Override Color Contrast Midtones

Type

(bool)

property override_color_contrast_shadows

[Read-Write] Override Color Contrast Shadows

Type

(bool)

property override_color_correction_highlights_max

[Read-Write] Override Color Correction Highlights Max

Type

(bool)

property override_color_correction_highlights_min

[Read-Write] Override Color Correction Highlights Min

Type

(bool)

property override_color_correction_shadows_max

[Read-Write] Override Color Correction Shadows Max

Type

(bool)

property override_color_gain

[Read-Write] Override Color Gain

Type

(bool)

property override_color_gain_highlights

[Read-Write] Override Color Gain Highlights

Type

(bool)

property override_color_gain_midtones

[Read-Write] Override Color Gain Midtones

Type

(bool)

property override_color_gain_shadows

[Read-Write] Override Color Gain Shadows

Type

(bool)

property override_color_gamma

[Read-Write] Override Color Gamma

Type

(bool)

property override_color_gamma_highlights

[Read-Write] Override Color Gamma Highlights

Type

(bool)

property override_color_gamma_midtones

[Read-Write] Override Color Gamma Midtones

Type

(bool)

property override_color_gamma_shadows

[Read-Write] Override Color Gamma Shadows

Type

(bool)

property override_color_grading_intensity

[Read-Write] Override Color Grading Intensity

Type

(bool)

property override_color_grading_lut

[Read-Write] Override Color Grading LUT

Type

(bool)

property override_color_offset

[Read-Write] Override Color Offset

Type

(bool)

property override_color_offset_highlights

[Read-Write] Override Color Offset Highlights

Type

(bool)

property override_color_offset_midtones

[Read-Write] Override Color Offset Midtones

Type

(bool)

property override_color_offset_shadows

[Read-Write] Override Color Offset Shadows

Type

(bool)

property override_color_saturation

[Read-Write] Override Color Saturation: Color Correction controls

Type

(bool)

property override_color_saturation_highlights

[Read-Write] Override Color Saturation Highlights

Type

(bool)

property override_color_saturation_midtones

[Read-Write] Override Color Saturation Midtones

Type

(bool)

property override_color_saturation_shadows

[Read-Write] Override Color Saturation Shadows

Type

(bool)

property override_depth_of_field_blade_count

[Read-Write] Override Depth Of Field Blade Count

Type

(bool)

property override_depth_of_field_depth_blur_amount

[Read-Write] Override Depth Of Field Depth Blur Amount

Type

(bool)

property override_depth_of_field_depth_blur_radius

[Read-Write] Override Depth Of Field Depth Blur Radius

Type

(bool)

property override_depth_of_field_far_blur_size

[Read-Write] Override Depth Of Field Far Blur Size

Type

(bool)

property override_depth_of_field_far_transition_region

[Read-Write] Override Depth Of Field Far Transition Region

Type

(bool)

property override_depth_of_field_focal_distance

[Read-Write] Override Depth Of Field Focal Distance

Type

(bool)

property override_depth_of_field_focal_region

[Read-Write] Override Depth Of Field Focal Region

Type

(bool)

property override_depth_of_field_fstop

[Read-Write] Override Depth Of Field Fstop

Type

(bool)

property override_depth_of_field_min_fstop

[Read-Write] Override Depth Of Field Min Fstop

Type

(bool)

property override_depth_of_field_near_blur_size

[Read-Write] Override Depth Of Field Near Blur Size

Type

(bool)

property override_depth_of_field_near_transition_region

[Read-Write] Override Depth Of Field Near Transition Region

Type

(bool)

property override_depth_of_field_occlusion

[Read-Write] Override Depth Of Field Occlusion

Type

(bool)

property override_depth_of_field_scale

[Read-Write] Override Depth Of Field Scale

Type

(bool)

property override_depth_of_field_sensor_width

[Read-Write] Override Depth Of Field Sensor Width

Type

(bool)

property override_depth_of_field_sky_focus_distance

[Read-Write] Override Depth Of Field Sky Focus Distance

Type

(bool)

property override_depth_of_field_vignette_size

[Read-Write] Override Depth Of Field Vignette Size

Type

(bool)

property override_dynamic_global_illumination_method

[Read-Write] Override Dynamic Global Illumination Method

Type

(bool)

property override_expand_gamut

[Read-Write] Override Expand Gamut

Type

(bool)

property override_film_black_clip

[Read-Write] Override Film Black Clip

Type

(bool)

property override_film_grain_highlights_max

[Read-Write] Override Film Grain Highlights Max

Type

(bool)

property override_film_grain_highlights_min

[Read-Write] Override Film Grain Highlights Min

Type

(bool)

property override_film_grain_intensity

[Read-Write] Override Film Grain Intensity

Type

(bool)

property override_film_grain_intensity_highlights

[Read-Write] Override Film Grain Intensity Highlights

Type

(bool)

property override_film_grain_intensity_midtones

[Read-Write] Override Film Grain Intensity Midtones

Type

(bool)

property override_film_grain_intensity_shadows

[Read-Write] Override Film Grain Intensity Shadows

Type

(bool)

property override_film_grain_shadows_max

[Read-Write] Override Film Grain Shadows Max

Type

(bool)

property override_film_grain_texel_size

[Read-Write] Override Film Grain Texel Size

Type

(bool)

property override_film_grain_texture

[Read-Write] Override Film Grain Texture

Type

(bool)

property override_film_shoulder

[Read-Write] Override Film Shoulder

Type

(bool)

property override_film_slope

[Read-Write] Override Film Slope

Type

(bool)

property override_film_toe

[Read-Write] Override Film Toe

Type

(bool)

property override_film_white_clip

[Read-Write] Override Film White Clip

Type

(bool)

property override_histogram_log_max

[Read-Write] Override Histogram Log Max

Type

(bool)

property override_histogram_log_min

[Read-Write] Override Histogram Log Min

Type

(bool)

property override_indirect_lighting_color

[Read-Write] Override Indirect Lighting Color

Type

(bool)

property override_indirect_lighting_intensity

[Read-Write] Override Indirect Lighting Intensity

Type

(bool)

property override_lens_flare_bokeh_shape

[Read-Write] Override Lens Flare Bokeh Shape

Type

(bool)

property override_lens_flare_bokeh_size

[Read-Write] Override Lens Flare Bokeh Size

Type

(bool)

property override_lens_flare_intensity

[Read-Write] Override Lens Flare Intensity

Type

(bool)

property override_lens_flare_threshold

[Read-Write] Override Lens Flare Threshold

Type

(bool)

property override_lens_flare_tint

[Read-Write] Override Lens Flare Tint

Type

(bool)

property override_lens_flare_tints

[Read-Write] Override Lens Flare Tints

Type

(bool)

property override_local_exposure_blurred_luminance_blend

[Read-Write] Override Local Exposure Blurred Luminance Blend

Type

(bool)

property override_local_exposure_blurred_luminance_kernel_size_percent

[Read-Write] Override Local Exposure Blurred Luminance Kernel Size Percent

Type

(bool)

property override_local_exposure_contrast_scale

[Read-Write] Override Local Exposure Contrast Scale

Type

(bool)

property override_local_exposure_detail_strength

[Read-Write] Override Local Exposure Detail Strength

Type

(bool)

property override_local_exposure_middle_grey_bias

[Read-Write] Override Local Exposure Middle Grey Bias

Type

(bool)

property override_lumen_final_gather_lighting_update_speed

[Read-Write] Override Lumen Final Gather Lighting Update Speed

Type

(bool)

property override_lumen_final_gather_quality

[Read-Write] Override Lumen Final Gather Quality

Type

(bool)

property override_lumen_max_trace_distance

[Read-Write] Override Lumen Max Trace Distance

Type

(bool)

property override_lumen_ray_lighting_mode

[Read-Write] Override Lumen Ray Lighting Mode

Type

(bool)

property override_lumen_reflection_quality

[Read-Write] Override Lumen Reflection Quality

Type

(bool)

property override_lumen_scene_detail

[Read-Write] Override Lumen Scene Detail

Type

(bool)

property override_lumen_scene_lighting_quality

[Read-Write] Override Lumen Scene Lighting Quality

Type

(bool)

property override_lumen_scene_lighting_update_speed

[Read-Write] Override Lumen Scene Lighting Update Speed

Type

(bool)

property override_lumen_scene_view_distance

[Read-Write] Override Lumen Scene View Distance

Type

(bool)

property override_mobile_hq_gaussian

[Read-Write] Override Mobile HQGaussian

Type

(bool)

property override_motion_blur_amount

[Read-Write] Override Motion Blur Amount

Type

(bool)

property override_motion_blur_max

[Read-Write] Override Motion Blur Max

Type

(bool)

property override_motion_blur_per_object_size

[Read-Write] Override Motion Blur Per Object Size

Type

(bool)

property override_motion_blur_target_fps

[Read-Write] Override Motion Blur Target FPS

Type

(bool)

property override_path_tracing_enable_denoiser

[Read-Write] Override Path Tracing Enable Denoiser

Type

(bool)

property override_path_tracing_enable_emissive

[Read-Write] Override Path Tracing Enable Emissive

Type

(bool)

property override_path_tracing_enable_reference_dof

[Read-Write] Override Path Tracing Enable Reference DOF

Type

(bool)

property override_path_tracing_filter_width

[Read-Write] Override Path Tracing Filter Width

Type

(bool)

property override_path_tracing_max_bounces

[Read-Write] Override Path Tracing Max Bounces

Type

(bool)

property override_path_tracing_max_path_exposure

[Read-Write] Override Path Tracing Max Path Exposure

Type

(bool)

property override_path_tracing_samples_per_pixel

[Read-Write] Override Path Tracing Samples Per Pixel

Type

(bool)

property override_ray_tracing_ao

[Read-Write] Override Ray Tracing AO

Type

(bool)

property override_ray_tracing_ao_intensity

[Read-Write] Override Ray Tracing AOIntensity

Type

(bool)

property override_ray_tracing_ao_radius

[Read-Write] Override Ray Tracing AORadius

Type

(bool)

property override_ray_tracing_ao_samples_per_pixel

[Read-Write] Override Ray Tracing AOSamples Per Pixel

Type

(bool)

property override_ray_tracing_gi

[Read-Write] Override Ray Tracing GI

Type

(bool)

property override_ray_tracing_gi_max_bounces

[Read-Write] Override Ray Tracing GIMax Bounces

Type

(bool)

property override_ray_tracing_gi_samples_per_pixel

[Read-Write] Override Ray Tracing GISamples Per Pixel

Type

(bool)

property override_ray_tracing_reflections_max_bounces

[Read-Write] Override Ray Tracing Reflections Max Bounces

Type

(bool)

property override_ray_tracing_reflections_max_roughness

[Read-Write] Override Ray Tracing Reflections Max Roughness

Type

(bool)

property override_ray_tracing_reflections_samples_per_pixel

[Read-Write] Override Ray Tracing Reflections Samples Per Pixel

Type

(bool)

property override_ray_tracing_reflections_shadows

[Read-Write] Override Ray Tracing Reflections Shadows

Type

(bool)

property override_ray_tracing_reflections_translucency

[Read-Write] Override Ray Tracing Reflections Translucency

Type

(bool)

property override_ray_tracing_translucency_max_roughness

[Read-Write] Override Ray Tracing Translucency Max Roughness

Type

(bool)

property override_ray_tracing_translucency_refraction

[Read-Write] Override Ray Tracing Translucency Refraction

Type

(bool)

property override_ray_tracing_translucency_refraction_rays

[Read-Write] Override Ray Tracing Translucency Refraction Rays

Type

(bool)

property override_ray_tracing_translucency_samples_per_pixel

[Read-Write] Override Ray Tracing Translucency Samples Per Pixel

Type

(bool)

property override_ray_tracing_translucency_shadows

[Read-Write] Override Ray Tracing Translucency Shadows

Type

(bool)

property override_reflection_method

[Read-Write] Override Reflection Method

Type

(bool)

property override_scene_color_tint

[Read-Write] Override Scene Color Tint

Type

(bool)

property override_scene_fringe_intensity

[Read-Write] Override Scene Fringe Intensity

Type

(bool)

property override_screen_space_reflection_intensity

[Read-Write] Override Screen Space Reflection Intensity

Type

(bool)

property override_screen_space_reflection_max_roughness

[Read-Write] Override Screen Space Reflection Max Roughness

Type

(bool)

property override_screen_space_reflection_quality

[Read-Write] Override Screen Space Reflection Quality

Type

(bool)

property override_screen_space_reflection_roughness_scale

[Read-Write] Override Screen Space Reflection Roughness Scale

Type

(bool)

property override_temperature_type

[Read-Write] Override Temperature Type: first all bOverride_… as they get grouped together into bitfields

Type

(bool)

property override_tone_curve_amount

[Read-Write] Override Tone Curve Amount

Type

(bool)

property override_translucency_type

[Read-Write] Override Translucency Type

Type

(bool)

property override_vignette_intensity

[Read-Write] Override Vignette Intensity

Type

(bool)

property override_white_temp

[Read-Write] Override White Temp

Type

(bool)

property override_white_tint

[Read-Write] Override White Tint

Type

(bool)

property path_tracing_enable_denoiser

[Read-Write] Path Tracing Enable Denoiser: Run the currently loaded denoiser plugin on the last sample to remove noise from the output. Has no effect if a plug-in is not loaded.

Type

(bool)

property path_tracing_enable_emissive

[Read-Write] Path Tracing Enable Emissive: Enables emissive materials for the path tracer. This can prevent double-counting of illumination from surfaces that are also represented by light sources, and noise from small emitters.

Type

(bool)

property path_tracing_enable_reference_dof

[Read-Write] Path Tracing Enable Reference DOF: Enables a reference quality depth-of-field which replaces the post-process effect.

Type

(bool)

property path_tracing_filter_width

[Read-Write] Path Tracing Filter Width: Sets anti-aliasing filter width for the path tracer. Lower values are sharper (and more aliased), larger values are softer (and blurrier).

Type

(float)

property path_tracing_max_bounces

[Read-Write] Path Tracing Max Bounces: Sets the path tracing maximum bounces

Type

(int32)

property path_tracing_max_path_exposure

[Read-Write] Path Tracing Max Path Exposure: Sets the maximum exposure allowed in the path tracer to reduce fireflies. This should be set a few stops higher than the scene exposure.

Type

(float)

property path_tracing_samples_per_pixel

[Read-Write] Path Tracing Samples Per Pixel: Sets the samples per pixel for the path tracer.

Type

(int32)

property ray_tracing_ao

[Read-Write] Ray Tracing AO: Enables ray tracing ambient occlusion.

Type

(bool)

property ray_tracing_ao_intensity

[Read-Write] Ray Tracing AOIntensity: Scalar factor on the ray-tracing ambient occlusion score.

Type

(float)

property ray_tracing_ao_radius

[Read-Write] Ray Tracing AORadius: Defines the world-space search radius for occlusion rays.

Type

(float)

property ray_tracing_ao_samples_per_pixel

[Read-Write] Ray Tracing AOSamples Per Pixel: Sets the samples per pixel for ray tracing ambient occlusion.

Type

(int32)

property ray_tracing_gi_max_bounces

[Read-Write] Ray Tracing GIMax Bounces: Sets the ray tracing global illumination maximum bounces.

Type

(int32)

property ray_tracing_gi_samples_per_pixel

[Read-Write] Ray Tracing GISamples Per Pixel: Sets the samples per pixel for ray tracing global illumination.

Type

(int32)

property ray_tracing_gi_type

[Read-Write] Ray Tracing GIType: Sets the ray tracing global illumination type.

Type

(RayTracingGlobalIlluminationType)

property ray_tracing_reflections_max_bounces

[Read-Write] Ray Tracing Reflections Max Bounces: Sets the maximum number of ray tracing reflection bounces.

Type

(int32)

property ray_tracing_reflections_max_roughness

[Read-Write] Ray Tracing Reflections Max Roughness: Sets the maximum roughness until which ray tracing reflections will be visible (lower value is faster). Reflection contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.

Type

(float)

property ray_tracing_reflections_samples_per_pixel

[Read-Write] Ray Tracing Reflections Samples Per Pixel: Sets the samples per pixel for ray traced reflections.

Type

(int32)

property ray_tracing_reflections_shadows

[Read-Write] Ray Tracing Reflections Shadows: Sets the reflected shadows type.

Type

(ReflectedAndRefractedRayTracedShadows)

property ray_tracing_reflections_translucency

[Read-Write] Ray Tracing Reflections Translucency: Enables ray tracing translucency in reflections.

Type

(bool)

property ray_tracing_translucency_max_roughness

[Read-Write] Ray Tracing Translucency Max Roughness: Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster). Translucency contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.

Type

(float)

property ray_tracing_translucency_refraction

[Read-Write] Ray Tracing Translucency Refraction: Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event).

Type

(bool)

property ray_tracing_translucency_refraction_rays

[Read-Write] Ray Tracing Translucency Refraction Rays: Sets the maximum number of ray tracing refraction rays.

Type

(int32)

property ray_tracing_translucency_samples_per_pixel

[Read-Write] Ray Tracing Translucency Samples Per Pixel: Sets the samples per pixel for ray traced translucency.

Type

(int32)

property ray_tracing_translucency_shadows

[Read-Write] Ray Tracing Translucency Shadows: Sets the translucency shadows type.

Type

(ReflectedAndRefractedRayTracedShadows)

property reflection_method

[Read-Write] Reflection Method: Chooses the Reflection method. Not compatible with Forward Shading.

Type

(ReflectionMethod)

property scene_color_tint

[Read-Write] Scene Color Tint: Scene tint color

Type

(LinearColor)

property scene_fringe_intensity

[Read-Write] Scene Fringe Intensity: in percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.

Type

(float)

property screen_space_reflection_intensity

[Read-Write] Screen Space Reflection Intensity: Enable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency

Type

(float)

property screen_space_reflection_max_roughness

[Read-Write] Screen Space Reflection Max Roughness: Until what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster

Type

(float)

property screen_space_reflection_quality

[Read-Write] Screen Space Reflection Quality: 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance.

Type

(float)

property temperature_type

[Read-Write] Temperature Type: Selects the type of temperature calculation. White Balance uses the Temperature value to control the virtual camera’s White Balance. This is the default selection. Color Temperature uses the Temperature value to adjust the color temperature of the scene, which is the inverse of the White Balance operation.

Type

(TemperatureMethod)

property tone_curve_amount

[Read-Write] Tone Curve Amount: Allow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve)

Type

(float)

property translucency_type

[Read-Write] Translucency Type: Sets the translucency type

Type

(TranslucencyType)

property vignette_intensity

[Read-Write] Vignette Intensity: 0..1 0=off/no vignette .. 1=strong vignette

Type

(float)

property weighted_blendables

[Read-Write] Weighted Blendables: Allows custom post process materials to be defined, using a MaterialInstance with the same Material as its parent to allow blending. For materials this needs to be the “PostProcess” domain type. This can be used for any UObject object implementing the IBlendableInterface (e.g. could be used to fade weather settings).

Type

(WeightedBlendables)

property white_temp

[Read-Write] White Temp

Type

(float)

property white_tint

[Read-Write] White Tint

Type

(float)