unreal.SkyAtmosphereComponent

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

Bases: unreal.SceneComponent

A component that represents a planet atmosphere material and simulates sky and light scattering within it. see: https://docs.unrealengine.com/en-US/Engine/Actors/FogEffects/SkyAtmosphere/index.html

C++ Source:

  • Module: Engine

  • File: SkyAtmosphereComponent.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

  • aerial_perspective_start_depth (float): [Read-Write] Aerial Perspective Start Depth: The distance (kilometers) at which we start evaluating the aerial perspective. Having the aerial perspective starts away from the camera can help with performance: pixels not affected by the aerial perspective will have their computation skipped using early depth test.

  • aerial_pespective_view_distance_scale (float): [Read-Write] Aerial Pespective View Distance Scale: Makes the aerial perspective look thicker by scaling distances from view to surfaces (opaque and translucent).

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

  • atmosphere_height (float): [Read-Write] Atmosphere Height: The height of the atmosphere layer above the ground in kilometers.

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

  • bottom_radius (float): [Read-Write] Bottom Radius: The radius in kilometers from the center of the planet to the ground level.

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

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

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

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

  • ground_albedo (Color): [Read-Write] Ground Albedo: The ground albedo that will tint the atmosphere when the sun light will bounce on it. Only taken into account when MultiScattering>0.0.

  • height_fog_contribution (float): [Read-Write] Height Fog Contribution: Scale the sky and atmosphere lights contribution to the height fog when SupportSkyAtmosphereAffectsHeightFog project setting is true.

  • 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

  • mie_absorption (LinearColor): [Read-Write] Mie Absorption: The Mie absorption coefficients resulting from particles in the air at an altitude of 0 kilometer. As it becomes higher, light will be absorbed more.

  • mie_absorption_scale (float): [Read-Write] Mie Absorption Scale: Mie absorption coefficient scale.

  • mie_anisotropy (float): [Read-Write] Mie Anisotropy: A value of 0 mean light is uniformly scattered. A value closer to 1 means lights will scatter more forward, resulting in halos around light sources.

  • mie_exponential_distribution (float): [Read-Write] Mie Exponential Distribution: The altitude in kilometer at which Mie effects are reduced to 40%.

  • mie_scattering (LinearColor): [Read-Write] Mie Scattering: The Mie scattering coefficients resulting from particles in the air at an altitude of 0 kilometer. As it becomes higher, light will be scattered more.

  • mie_scattering_scale (float): [Read-Write] Mie Scattering Scale: Mie scattering coefficient scale.

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

  • multi_scattering_factor (float): [Read-Write] Multi Scattering Factor: Render multi scattering as if sun light would bounce around in the atmosphere. This is achieved using a dual scattering approach.

  • 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

  • other_absorption (LinearColor): [Read-Write] Other Absorption: Absorption coefficients for another atmosphere layer. Density increase from 0 to 1 between 10 to 25km and decreases from 1 to 0 between 25 to 40km. The default values represents ozone molecules absorption in the Earth atmosphere.

  • other_absorption_scale (float): [Read-Write] Other Absorption Scale: Absorption coefficients for another atmosphere layer. Density increase from 0 to 1 between 10 to 25km and decreases from 1 to 0 between 25 to 40km. This approximates ozone molecules distribution in the Earth atmosphere.

  • other_tent_distribution (TentDistribution): [Read-Write] Other Tent Distribution: Represents the altitude based tent distribution of absorption particles in the atmosphere.

  • 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

  • rayleigh_exponential_distribution (float): [Read-Write] Rayleigh Exponential Distribution: The altitude in kilometer at which Rayleigh scattering effect is reduced to 40%.

  • rayleigh_scattering (LinearColor): [Read-Write] Rayleigh Scattering: The Rayleigh scattering coefficients resulting from molecules in the air at an altitude of 0 kilometer.

  • rayleigh_scattering_scale (float): [Read-Write] Rayleigh Scattering Scale: Rayleigh scattering coefficient scale.

  • 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()

  • sky_luminance_factor (LinearColor): [Read-Write] Sky Luminance Factor: Scales the luminance of pixels representing the sky, i.e. not belonging to any surface.

  • trace_sample_count_scale (float): [Read-Write] Trace Sample Count Scale: Scale the atmosphere tracing sample count. Quality level scalability The sample count is still clamped according to scalability setting to ‘r.SkyAtmosphere.SampleCountMax’ when ‘r.SkyAtmosphere.FastSkyLUT’ is 0. The sample count is still clamped according to scalability setting to ‘r.SkyAtmosphere.FastSkyLUT.SampleCountMax’ when ‘r.SkyAtmosphere.FastSkyLUT’ is 1. The sample count is still clamped for aerial perspective according to ‘r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice’.

  • transform_mode (SkyAtmosphereTransformMode): [Read-Write] Transform Mode: The ground albedo that will tint the atmosphere when the sun light will bounce on it. Only taken into account when MultiScattering>0.0.

  • transmittance_min_light_elevation_angle (float): [Read-Write] Transmittance Min Light Elevation Angle: The minimum elevation angle in degree that should be used to evaluate the sun transmittance to the ground. Useful to maintain a visible sun light and shadow on meshes even when the sun has started going below the horizon. This does not affect the aerial perspective.

  • use_attach_parent_bound (bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

property aerial_perspective_start_depth

[Read-Only] Aerial Perspective Start Depth: The distance (kilometers) at which we start evaluating the aerial perspective. Having the aerial perspective starts away from the camera can help with performance: pixels not affected by the aerial perspective will have their computation skipped using early depth test.

Type

(float)

property aerial_pespective_view_distance_scale

[Read-Only] Aerial Pespective View Distance Scale: Makes the aerial perspective look thicker by scaling distances from view to surfaces (opaque and translucent).

Type

(float)

property atmosphere_height

[Read-Only] Atmosphere Height: The height of the atmosphere layer above the ground in kilometers.

Type

(float)

property bottom_radius

[Read-Only] Bottom Radius: The radius in kilometers from the center of the planet to the ground level.

Type

(float)

get_atmosphere_transmitance_on_ground_at_planet_top(directional_light) LinearColor

Get Atmosphere Transmitance on Ground at Planet Top

Parameters

directional_light (DirectionalLightComponent) –

Return type

LinearColor

property ground_albedo

[Read-Only] Ground Albedo: The ground albedo that will tint the atmosphere when the sun light will bounce on it. Only taken into account when MultiScattering>0.0.

Type

(Color)

property height_fog_contribution

[Read-Only] Height Fog Contribution: Scale the sky and atmosphere lights contribution to the height fog when SupportSkyAtmosphereAffectsHeightFog project setting is true.

Type

(float)

property mie_absorption

[Read-Only] Mie Absorption: The Mie absorption coefficients resulting from particles in the air at an altitude of 0 kilometer. As it becomes higher, light will be absorbed more.

Type

(LinearColor)

property mie_absorption_scale

[Read-Only] Mie Absorption Scale: Mie absorption coefficient scale.

Type

(float)

property mie_anisotropy

[Read-Only] Mie Anisotropy: A value of 0 mean light is uniformly scattered. A value closer to 1 means lights will scatter more forward, resulting in halos around light sources.

Type

(float)

property mie_exponential_distribution

[Read-Only] Mie Exponential Distribution: The altitude in kilometer at which Mie effects are reduced to 40%.

Type

(float)

property mie_scattering

[Read-Only] Mie Scattering: The Mie scattering coefficients resulting from particles in the air at an altitude of 0 kilometer. As it becomes higher, light will be scattered more.

Type

(LinearColor)

property mie_scattering_scale

[Read-Only] Mie Scattering Scale: Mie scattering coefficient scale.

Type

(float)

property multi_scattering_factor

[Read-Only] Multi Scattering Factor: Render multi scattering as if sun light would bounce around in the atmosphere. This is achieved using a dual scattering approach.

Type

(float)

property other_absorption

[Read-Only] Other Absorption: Absorption coefficients for another atmosphere layer. Density increase from 0 to 1 between 10 to 25km and decreases from 1 to 0 between 25 to 40km. The default values represents ozone molecules absorption in the Earth atmosphere.

Type

(LinearColor)

property other_absorption_scale

[Read-Only] Other Absorption Scale: Absorption coefficients for another atmosphere layer. Density increase from 0 to 1 between 10 to 25km and decreases from 1 to 0 between 25 to 40km. This approximates ozone molecules distribution in the Earth atmosphere.

Type

(float)

property other_tent_distribution

[Read-Only] Other Tent Distribution: Represents the altitude based tent distribution of absorption particles in the atmosphere.

Type

(TentDistribution)

override_atmosphere_light_direction(atmosphere_light_index, light_direction) None

Override Atmosphere Light Direction

Parameters
  • atmosphere_light_index (int32) –

  • light_direction (Vector) –

property rayleigh_exponential_distribution

[Read-Only] Rayleigh Exponential Distribution: The altitude in kilometer at which Rayleigh scattering effect is reduced to 40%.

Type

(float)

property rayleigh_scattering

[Read-Only] Rayleigh Scattering: The Rayleigh scattering coefficients resulting from molecules in the air at an altitude of 0 kilometer.

Type

(LinearColor)

property rayleigh_scattering_scale

[Read-Only] Rayleigh Scattering Scale: Rayleigh scattering coefficient scale.

Type

(float)

set_aerial_pespective_view_distance_scale(new_value) None

Set Aerial Pespective View Distance Scale

Parameters

new_value (float) –

set_atmosphere_height(new_value) None

Set Atmosphere Height

Parameters

new_value (float) –

set_height_fog_contribution(new_value) None

Set Height Fog Contribution

Parameters

new_value (float) –

set_mie_absorption(new_value) None

Set Mie Absorption

Parameters

new_value (LinearColor) –

set_mie_absorption_scale(new_value) None

Set Mie Absorption Scale

Parameters

new_value (float) –

set_mie_anisotropy(new_value) None

Set Mie Anisotropy

Parameters

new_value (float) –

set_mie_exponential_distribution(new_value) None

Set Mie Exponential Distribution

Parameters

new_value (float) –

set_mie_scattering(new_value) None

Set Mie Scattering

Parameters

new_value (LinearColor) –

set_mie_scattering_scale(new_value) None

Set Mie Scattering Scale

Parameters

new_value (float) –

set_multi_scattering_factor(new_value) None

Set Multi Scattering Factor

Parameters

new_value (float) –

set_other_absorption(new_value) None

Set Other Absorption

Parameters

new_value (LinearColor) –

set_other_absorption_scale(new_value) None

Set Other Absorption Scale

Parameters

new_value (float) –

set_rayleigh_exponential_distribution(new_value) None

Set Rayleigh Exponential Distribution

Parameters

new_value (float) –

set_rayleigh_scattering(new_value) None

Set Rayleigh Scattering

Parameters

new_value (LinearColor) –

set_rayleigh_scattering_scale(new_value) None

Set Rayleigh Scattering Scale

Parameters

new_value (float) –

set_sky_luminance_factor(new_value) None

Set Sky Luminance Factor

Parameters

new_value (LinearColor) –

property sky_luminance_factor

[Read-Only] Sky Luminance Factor: Scales the luminance of pixels representing the sky, i.e. not belonging to any surface.

Type

(LinearColor)

property trace_sample_count_scale

[Read-Only] Trace Sample Count Scale: Scale the atmosphere tracing sample count. Quality level scalability The sample count is still clamped according to scalability setting to ‘r.SkyAtmosphere.SampleCountMax’ when ‘r.SkyAtmosphere.FastSkyLUT’ is 0. The sample count is still clamped according to scalability setting to ‘r.SkyAtmosphere.FastSkyLUT.SampleCountMax’ when ‘r.SkyAtmosphere.FastSkyLUT’ is 1. The sample count is still clamped for aerial perspective according to ‘r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice’.

Type

(float)

property transform_mode

[Read-Only] Transform Mode: The ground albedo that will tint the atmosphere when the sun light will bounce on it. Only taken into account when MultiScattering>0.0.

Type

(SkyAtmosphereTransformMode)

property transmittance_min_light_elevation_angle

[Read-Only] Transmittance Min Light Elevation Angle: The minimum elevation angle in degree that should be used to evaluate the sun transmittance to the ground. Useful to maintain a visible sun light and shadow on meshes even when the sun has started going below the horizon. This does not affect the aerial perspective.

Type

(float)