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 parent

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

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

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

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

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

  • 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 navigation

  • capture_every_frame (bool): [Read-Write] Capture Every Frame: Whether to update the capture’s contents every frame. If disabled, the component will render once on load and then only when moved.

  • capture_on_movement (bool): [Read-Write] Capture on Movement: Whether to update the capture’s contents on movement. Disable if you are going to capture manually from blueprint.

  • capture_sort_priority (int32): [Read-Write] Capture Sort Priority: Capture priority within the frame to sort scene capture on GPU to resolve interdependencies between multiple capture components. Highest come first.

  • capture_source (SceneCaptureSource): [Read-Write] Capture Source

  • clip_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 use

  • detail_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 class

  • enable_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 logged

  • fov_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 builds

  • lod_distance_factor (float): [Read-Write] LODDistance Factor: Scales the distance used by LOD. Set to values greater than 1 to cause the scene capture to use lower LODs than the main view to speed up the scene capture pass.

  • max_view_distance_override (float): [Read-Write] Max View Distance Override: if > 0, sets a maximum render distance override. Can be used to cull distant objects from a reflection if the reflecting plane is in an enclosed area like a hallway or room

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

  • num_x_tiles (int32): [Read-Write] Num XTiles: Number of X tiles to render. Ignored in Perspective mode, works only in Orthographic mode

  • num_y_tiles (int32): [Read-Write] Num YTiles: Number of Y tiles to render. Ignored in Perspective mode, works only in Orthographic mode

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

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

  • ortho_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 Plane

  • physics_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 Settings

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

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

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

  • projection_type (CameraProjectionMode): [Read-Write] Projection Type

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

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

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

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

  • should_update_physics_volume (bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • show_flag_settings (Array(EngineShowFlagsSetting)): [Read-Write] Show Flag Settings: ShowFlags for the SceneCapture’s ViewFamily, to control rendering settings for this view. Hidden but accessible through details customization

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

  • 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 culling

  • use_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 clip_plane_normal

[Read-Write] Clip Plane Normal: Normal for 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

(SceneCaptureCompositeMode)

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 fov_angle

[Read-Write] FOVAngle: Camera field of view (in degrees).

Type

(float)

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

(PostProcessSettings)

property projection_type

[Read-Write] Projection Type

Type

(CameraProjectionMode)

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

(TextureRenderTarget2D)

update_content()

deprecated: ‘update_content’ was renamed to ‘capture_scene’.

property use_custom_projection_matrix

[Read-Write] Use Custom Projection Matrix: Whether a custom projection matrix will be used during rendering. Use with caution. Does not currently affect culling

Type

(bool)

property use_faux_ortho_view_pos

[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.

Type

(bool)