unreal.SceneCaptureComponent2D
¶
- class unreal.SceneCaptureComponent2D(outer=None, name='None')¶
Bases:
unreal.SceneCaptureComponent
Used to capture a ‘snapshot’ of the scene from a single plane and feed it to a render target.
C++ Source:
Module: Engine
File: SceneCaptureComponent2D.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentalways_persist_rendering_state
(bool): [Read-Write] Always Persist Rendering State: Whether to persist the rendering state even if bCaptureEveryFrame==false. This allows velocities for Motion Blur and Temporal AA to be computed.asset_user_data
(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.camera_cut_this_frame
(bool): [Read-Write] Camera Cut This Frame: True if we did a camera cut this frame. Automatically reset to false at every capture. This flag affects various things in the renderer (such as whether to use the occlusion queries from last frame, and motion blur). Similar to UPlayerCameraManager::bGameCameraCutThisFrame.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcapture_every_frame
(bool): [Read-Write] Capture Every Frame: Whether to update the capture’s contents every frame. If disabled, the component will render once on load and then only when moved.capture_on_movement
(bool): [Read-Write] Capture on Movement: Whether to update the capture’s contents on movement. Disable if you are going to capture manually from blueprint.capture_sort_priority
(int32): [Read-Write] Capture Sort Priority: Capture priority within the frame to sort scene capture on GPU to resolve interdependencies between multiple capture components. Highest come first.capture_source
(SceneCaptureSource): [Read-Write] Capture Sourceclip_plane_base
(Vector): [Read-Write] Clip Plane Base: Base position for the clip plane, can be any position on the plane.clip_plane_normal
(Vector): [Read-Write] Clip Plane Normal: Normal for the plane.component_tags
(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.composite_mode
(SceneCaptureCompositeMode): [Read-Write] Composite Mode: When enabled, the scene capture will composite into the render target instead of overwriting its contents.consider_unrendered_opaque_pixel_as_fully_translucent
(bool): [Read-Write] Consider Unrendered Opaque Pixel as Fully Translucent: Treat unrendered opaque pixels as fully translucent. This is important for effects such as exponential weight fog, so it does not get applied on unrendered opaque pixels.custom_near_clipping_plane
(float): [Read-Write] Custom Near Clipping Plane: Set bOverride_CustomNearClippingPlane to true if you want to use a custom clipping plane instead of GNearClippingPlane.custom_projection_matrix
(Matrix): [Read-Write] Custom Projection Matrix: The custom projection matrix to usedetail_mode
(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.disable_flip_copy_gles
(bool): [Read-Write] Disable Flip Copy GLES: Scene captures render an extra flip pass for LDR color on GLES so that the final output is oriented correctly. This check disabled the extra flip pass, improving performance, but causes the capture to be flipped vertically. (Does not affect scene captures on other non-GLES renderers or with non-LDR output)editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classenable_clip_plane
(bool): [Read-Write] Enable Clip Plane: Enables a clip plane while rendering the scene capture which is useful for portals. The global clip plane must be enabled in the renderer project settings for this to work.enable_orthographic_tiling
(bool): [Read-Write] Enable Orthographic Tiling: Render the scene in n frames (i.e TileCount) - Ignored in Perspective mode, works only in Orthographic mode when CaptureSource uses SceneColor (not FinalColor) If CaptureSource uses FinalColor, tiling will be ignored and a Warning message will be loggedfov_angle
(float): [Read-Write] FOVAngle: Camera field of view (in degrees).hidden_actors
(Array(Actor)): [Read-Write] Hidden Actors: The actors to hide in the scene capture.hidden_in_game
(bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.is_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildslod_distance_factor
(float): [Read-Write] LODDistance Factor: Scales the distance used by LOD. Set to values greater than 1 to cause the scene capture to use lower LODs than the main view to speed up the scene capture pass.max_view_distance_override
(float): [Read-Write] Max View Distance Override: if > 0, sets a maximum render distance override. Can be used to cull distant objects from a reflection if the reflecting plane is in an enclosed area like a hallway or roommobility
(ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.num_x_tiles
(int32): [Read-Write] Num XTiles: Number of X tiles to render. Ignored in Perspective mode, works only in Orthographic modenum_y_tiles
(int32): [Read-Write] Num YTiles: Number of Y tiles to render. Ignored in Perspective mode, works only in Orthographic modeon_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedortho_width
(float): [Read-Write] Ortho Width: The desired width (in world units) of the orthographic view (ignored in Perspective mode)override_custom_near_clipping_plane
(bool): [Read-Write] Override Custom Near Clipping Planephysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *post_process_blend_weight
(float): [Read-Write] Post Process Blend Weight: Range (0.0, 1.0) where 0 indicates no effect, 1 indicates full effect.post_process_settings
(PostProcessSettings): [Read-Write] Post Process Settingsprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentprimitive_render_mode
(SceneCapturePrimitiveRenderMode): [Read-Write] Primitive Render Mode: Controls what primitives get rendered into the scene capture.profiling_event_name
(str): [Read-Write] Profiling Event Name: Name of the profiling event.projection_type
(CameraProjectionMode): [Read-Write] Projection Typerelative_location
(Vector): [Read-Write] Relative Location: Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!should_update_physics_volume
(bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()show_flag_settings
(Array(EngineShowFlagsSetting)): [Read-Write] Show Flag Settings: ShowFlags for the SceneCapture’s ViewFamily, to control rendering settings for this view. Hidden but accessible through details customizationshow_only_actors
(Array(Actor)): [Read-Write] Show Only Actors: The only actors to be rendered by this scene capture, if PrimitiveRenderMode is set to UseShowOnlyList.texture_target
(TextureRenderTarget2D): [Read-Write] Texture Target: Output render target of the scene capture that can be read in materials.use_attach_parent_bound
(bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.use_custom_projection_matrix
(bool): [Read-Write] Use Custom Projection Matrix: Whether a custom projection matrix will be used during rendering. Use with caution. Does not currently affect cullinguse_faux_ortho_view_pos
(bool): [Read-Write] Use Faux Ortho View Pos: In case of orthographic camera, generate a fake view position that has a non-zero W component. The view position will be derived based on the view matrix.use_ray_tracing_if_enabled
(bool): [Read-Write] Use Ray Tracing if Enabled: Whether to use ray tracing for this capture. Ray Tracing must be enabled in the project.visible
(bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- add_or_update_blendable(blendable_object, weight=1.000000) None ¶
Adds an Blendable (implements IBlendableInterface) to the array of Blendables (if it doesn’t exist) and update the weight
- Parameters
blendable_object (BlendableInterface) –
weight (float) –
- property camera_cut_this_frame¶
[Read-Write] Camera Cut This Frame: True if we did a camera cut this frame. Automatically reset to false at every capture. This flag affects various things in the renderer (such as whether to use the occlusion queries from last frame, and motion blur). Similar to UPlayerCameraManager::bGameCameraCutThisFrame.
- Type
(bool)
- capture_scene() None ¶
Render the scene to the texture target immediately. This should not be used if bCaptureEveryFrame is enabled, or the scene capture will render redundantly.
- property clip_plane_base¶
[Read-Write] Clip Plane Base: Base position for the clip plane, can be any position on the plane.
- Type
(Vector)
- property composite_mode¶
[Read-Write] Composite Mode: When enabled, the scene capture will composite into the render target instead of overwriting its contents.
- Type
- property consider_unrendered_opaque_pixel_as_fully_translucent¶
[Read-Write] Consider Unrendered Opaque Pixel as Fully Translucent: Treat unrendered opaque pixels as fully translucent. This is important for effects such as exponential weight fog, so it does not get applied on unrendered opaque pixels.
- Type
(bool)
- property custom_near_clipping_plane¶
[Read-Write] Custom Near Clipping Plane: Set bOverride_CustomNearClippingPlane to true if you want to use a custom clipping plane instead of GNearClippingPlane.
- Type
(float)
- property custom_projection_matrix¶
[Read-Write] Custom Projection Matrix: The custom projection matrix to use
- Type
(Matrix)
- property disable_flip_copy_gles¶
[Read-Write] Disable Flip Copy GLES: Scene captures render an extra flip pass for LDR color on GLES so that the final output is oriented correctly. This check disabled the extra flip pass, improving performance, but causes the capture to be flipped vertically. (Does not affect scene captures on other non-GLES renderers or with non-LDR output)
- Type
(bool)
- property enable_clip_plane¶
[Read-Write] Enable Clip Plane: Enables a clip plane while rendering the scene capture which is useful for portals. The global clip plane must be enabled in the renderer project settings for this to work.
- Type
(bool)
- property enable_orthographic_tiling¶
[Read-Write] Enable Orthographic Tiling: Render the scene in n frames (i.e TileCount) - Ignored in Perspective mode, works only in Orthographic mode when CaptureSource uses SceneColor (not FinalColor) If CaptureSource uses FinalColor, tiling will be ignored and a Warning message will be logged
- Type
(bool)
- property num_x_tiles¶
[Read-Write] Num XTiles: Number of X tiles to render. Ignored in Perspective mode, works only in Orthographic mode
- Type
(int32)
- property num_y_tiles¶
[Read-Write] Num YTiles: Number of Y tiles to render. Ignored in Perspective mode, works only in Orthographic mode
- Type
(int32)
- property ortho_width¶
[Read-Write] Ortho Width: The desired width (in world units) of the orthographic view (ignored in Perspective mode)
- Type
(float)
- property post_process_blend_weight¶
[Read-Write] Post Process Blend Weight: Range (0.0, 1.0) where 0 indicates no effect, 1 indicates full effect.
- Type
(float)
- property post_process_settings¶
[Read-Write] Post Process Settings
- Type
- property projection_type¶
[Read-Write] Projection Type
- Type
- remove_blendable(blendable_object) None ¶
Removes a blendable.
- Parameters
blendable_object (BlendableInterface) –
- property texture_target¶
[Read-Write] Texture Target: Output render target of the scene capture that can be read in materials.
- Type
- update_content()¶
deprecated: ‘update_content’ was renamed to ‘capture_scene’.