unreal.SceneCaptureComponentCube

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

Bases: unreal.SceneCaptureComponent

Used to capture a ‘snapshot’ of the scene from a 6 planes and feed it to a render target.

C++ Source:

  • Module: Engine

  • File: SceneCaptureComponentCube.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.

  • 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_rotation (bool): [Read-Write] Capture Rotation: Preserve the rotation of the actor when updating the capture. The default behavior is to capture the cube aligned to the world axis system.

  • 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

  • component_tags (Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

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

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • 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.

  • ipd (float): [Read-Write] IPD

  • 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.

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

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

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

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

  • 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.

  • 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 (TextureRenderTargetCube): [Read-Write] Texture Target: Temporary render target that can be used by the editor.

  • texture_target_left (TextureRenderTargetCube): [Read-Write] Texture Target Left: Omni-directional Stereo Capture

    If vr.ODSCapture is enabled and both left, right and ODS render targets are set, we’ll ignore the texture target and instead do an omni-directional stereo capture. Warped cube maps will be rendered into the left and right texture targets using the IPD property for stereo offset. We will then reconstruct a stereo lat-long with the left eye stacked on top of the right eye in the ODS target. See: https://developers.google.com/vr/jump/rendering-ods-content.pdf

  • texture_target_ods (TextureRenderTarget2D): [Read-Write] Texture Target ODS

  • texture_target_right (TextureRenderTargetCube): [Read-Write] Texture Target Right

  • 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_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.

property capture_rotation

[Read-Write] Capture Rotation: Preserve the rotation of the actor when updating the capture. The default behavior is to capture the cube aligned to the world axis system.

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 ipd

[Read-Write] IPD

Type

(float)

property texture_target

[Read-Write] Texture Target: Temporary render target that can be used by the editor.

Type

(TextureRenderTargetCube)

property texture_target_left

[Read-Write] Texture Target Left: Omni-directional Stereo Capture

If vr.ODSCapture is enabled and both left, right and ODS render targets are set, we’ll ignore the texture target and instead do an omni-directional stereo capture. Warped cube maps will be rendered into the left and right texture targets using the IPD property for stereo offset. We will then reconstruct a stereo lat-long with the left eye stacked on top of the right eye in the ODS target. See: https://developers.google.com/vr/jump/rendering-ods-content.pdf

Type

(TextureRenderTargetCube)

property texture_target_ods

[Read-Write] Texture Target ODS

Type

(TextureRenderTarget2D)

property texture_target_right

[Read-Write] Texture Target Right

Type

(TextureRenderTargetCube)

update_content()

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