unreal.VirtualCameraActor

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

Bases: unreal.CineCameraActor

Virtual Camera Actor

C++ Source:

  • Plugin: VirtualCamera

  • Module: VirtualCamera

  • File: VirtualCameraActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Write] Actor Guid: The GUID for this actor.

    Note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults.

    See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.

  • allow_focus_visualization (bool): [Read-Write] Allow Focus Visualization: Should focus plane be shown on all touch focus events

  • allow_tick_before_begin_play (bool): [Read-Write] Allow Tick Before Begin Play: Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always Relevant: Always relevant for network (overrides bOnlyRelevantToOwner).

  • auto_activate_for_player (AutoReceiveInput): [Read-Write] Auto Activate for Player: Specifies which player controller, if any, should automatically use this Camera when the controller is active.

  • auto_destroy_when_finished (bool): [Read-Write] Auto Destroy when Finished: If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Auto Receive Input: Automatically registers this actor to receive input from a player.

  • block_input (bool): [Read-Write] Block Input: If true, all input on the stack below this actor will not be considered

  • call_pre_replication (bool): [Read-Write] Call Pre Replication

  • call_pre_replication_for_replay (bool): [Read-Write] Call Pre Replication for Replay

  • camera_component (CameraComponent): [Read-Only] Camera Component: The camera component for this camera

  • camera_screen_widget (VPFullScreenUserWidget): [Read-Write] Camera Screen Widget

  • camera_umg_class (type(Class)): [Read-Write] Camera UMGClass

  • can_be_damaged (bool): [Read-Write] Can be Damaged: Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] Can be in Cluster: If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • custom_time_dilation (float): [Read-Write] Custom Time Dilation: Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • data_layers (Array(ActorDataLayer)): [Read-Write] Data Layers: DataLayers the actor belongs to.

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default Update Overlaps Method During Level Streaming: Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • enable_auto_lod_generation (bool): [Read-Write] Enable Auto LODGeneration: Whether this actor should be considered or not during HLOD generation.

  • find_camera_component_when_view_target (bool): [Read-Write] Find Camera Component when View Target: If true, this actor should search for an owned camera component to view through when used as a view target.

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] Generate Overlap Events During Level Streaming: If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • hidden (bool): [Read-Write] Hidden: Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • hlod_layer (HLODLayer): [Read-Write] HLODLayer: The UHLODLayer in which this actor should be included.

  • ignores_origin_shifting (bool): [Read-Write] Ignores Origin Shifting: Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] Initial Life Span: How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • input_priority (int32): [Read-Write] Input Priority: The priority of this input component when pushed in to the stack.

  • instigator (Pawn): [Read-Write] Instigator: Pawn responsible for damage and other gameplay events caused by this actor.

  • is_editor_only_actor (bool): [Read-Write] Is Editor Only Actor: Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • is_spatially_loaded (bool): [Read-Write] Is Spatially Loaded: Determine if this actor is spatially loaded when placed in a partitioned world.

    If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.

  • layers (Array(Name)): [Read-Write] Layers: Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.

  • live_link_subject (LiveLinkSubjectRepresentation): [Read-Write] Live Link Subject

  • lookat_tracking_settings (CameraLookatTrackingSettings): [Read-Write] Lookat Tracking Settings

  • media_capture (RemoteSessionMediaCapture): [Read-Write] Media Capture

  • media_output (RemoteSessionMediaOutput): [Read-Write] Media Output

  • min_net_update_frequency (float): [Read-Write] Min Net Update Frequency: Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • movement_component (VirtualCameraMovement): [Read-Only] Movement Component

  • net_cull_distance_squared (float): [Read-Write] Net Cull Distance Squared: Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Net Dormancy: Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] Net Load on Client: This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Net Priority: Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] Net Update Frequency: How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] Net Use Owner Relevancy: If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] On Actor Begin Overlap: Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_clicked_delegate (OnActorClickedDelegate): [Read-Write] On Actor Clicked Delegate: Delegate that will be triggered when an actor has been clicked/touched. note: Delegate will run on Touch/Mouse-Down

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] On Actor End Overlap: Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] On Actor Hit: Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] On Begin Cursor Over: Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] On Clicked: Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] On Destroyed: Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] On End Cursor Over: Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] On End Play: Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] On Input Touch Begin: Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] On Input Touch End: Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] On Input Touch Enter: Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] On Input Touch Leave: Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_pre_set_virtual_camera_transform (PreSetVirtualCameraTransform): [Read-Write] On Pre Set Virtual Camera Transform: Delegate that will is triggered before transform is set onto Actor.

  • on_released (ActorOnReleasedSignature): [Read-Write] On Released: Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] On Take Any Damage: Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] On Take Point Damage: Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] On Take Radial Damage: Called when the actor is damaged by radial damage.

  • on_virtual_camera_updated_delegates (VirtualCameraTickDelegateGroup): [Read-Write] On Virtual Camera Updated Delegates: This delegate is triggered at the end of a tick in editor/pie/game. note: The Actor is only ticked while it is being streamed.

  • only_relevant_to_owner (bool): [Read-Write] Only Relevant to Owner: If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Optimize BPComponent Data: Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • pivot_offset (Vector): [Read-Write] Pivot Offset: Local space pivot offset for the actor, only used in the editor

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor Tick: Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

  • relevant_for_level_bounds (bool): [Read-Write] Relevant for Level Bounds: If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • remote_session_port (int32): [Read-Write] Remote Session Port

  • replay_rewindable (bool): [Read-Write] Replay Rewindable: If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] Replicate Movement: If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors

  • replicated_movement (RepMovement): [Read-Write] Replicated Movement: Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] Replicates: If true, this actor will replicate to remote machines see: SetReplicates()

  • root_component (SceneComponent): [Read-Write] Root Component: The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • runtime_grid (Name): [Read-Write] Runtime Grid: Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.

  • scene_capture_component (SceneCaptureComponent2D): [Read-Only] Scene Capture Component

  • scene_component (SceneComponent): [Read-Only] Scene Component

  • settings_presets (Map(str, VirtualCameraSettingsPreset)): [Read-Write] Settings Presets: Stores the list of settings presets, and saved presets

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Spawn Collision Handling Method: Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • sprite_scale (float): [Read-Write] Sprite Scale: The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • streamed_camera (CineCameraComponent): [Read-Write] Streamed Camera

  • tags (Array(Name)): [Read-Write] Tags: Array of tags that can be used for grouping and categorizing.

  • target_device_resolution (Vector2D): [Read-Write] Target Device Resolution

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Update Overlaps Method During Level Streaming: Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

add_blendable_to_camera(blendable_to_add, weight) None

Add Blendable to Camera

Parameters
  • blendable_to_add (BlendableInterface) –

  • weight (float) –

add_on_virtual_camera_updated_delegate(delegate) None

Adds a delegate that will be executed every tick while streaming.

Parameters

delegate (VirtualCameraTickDelegate) –

property allow_focus_visualization

[Read-Only] Allow Focus Visualization: Should focus plane be shown on all touch focus events

Type

(bool)

property camera_umg_class

[Read-Write] Camera UMGClass

Type

(type(Class))

delete_preset(preset_name) int32

Deletes a preset using its name as the key.

Parameters

preset_name (str) – The name of the preset to delete

Returns

the number of values associated with the key

Return type

int32

get_desired_distance_units() Unit

Returns previously set unit of distance.

Returns

DesiredUnits - The unit that is used for distance measures like focus distance

Return type

Unit

Get Live Link Representation

Return type

LiveLinkSubjectRepresentation

get_options() VirtualCameraOptions

Get Options

Return type

VirtualCameraOptions

get_preset_container() VirtualCameraPresetContainer

Get Preset Container

Return type

VirtualCameraPresetContainer

get_relative_transform() Transform

Get Relative Transform

Return type

Transform

get_scene_capture_component() SceneCaptureComponent2D

Get Scene Capture Component

Return type

SceneCaptureComponent2D

get_sequence_controller() LevelSequencePlaybackController

Returns the VirtualCamera’s Sequence Controller.

Return type

LevelSequencePlaybackController

get_settings_presets()

Returns a sorted TMap of the current presets.

Returns

a sorted TMap of settings presets

Return type

Map(str, VirtualCameraSettingsPreset)

get_streamed_camera_component() CineCameraComponent

Returns the target camera that is used to create the streamed view.

Return type

CineCameraComponent

is_focus_visualization_allowed() bool

Checks whether or not focus visualization can activate

Returns

the current state of touch event visualization

Return type

bool

is_streaming() bool

Is Streaming

Return type

bool

[Read-Only] Live Link Subject

Type

(LiveLinkSubjectRepresentation)

load_preset(preset_name) bool

Loads a preset using its name as a string key.

Parameters

preset_name (str) – The name of the preset to load

Returns

true if successful, false otherwise

Return type

bool

property movement_component

[Read-Only] Movement Component

Type

(VirtualCameraMovement)

property remote_session_port

[Read-Write] Remote Session Port

Type

(int32)

remove_on_virtual_camera_updated_delegate(delegate) None

Remove delegate that is executed every tick while streaming.

Parameters

delegate (VirtualCameraTickDelegate) –

save_preset(save_camera_settings, save_stabilization, save_axis_locking, save_motion_scale) str

Saves a preset into the list of presets.

Parameters
  • save_camera_settings (bool) – Should this preset save camera settings

  • save_stabilization (bool) – Should this preset save stabilization settings

  • save_axis_locking (bool) – Should this preset save axis locking settings

  • save_motion_scale (bool) – Should this preset save motion scaled settings

Returns

the name of the preset

Return type

str

property scene_capture_component

[Read-Only] Scene Capture Component

Type

(SceneCaptureComponent2D)

set_before_set_virtual_camera_transform_delegate(delegate) None

Delegate will be executed before transform is set onto VirtualCamera.

Parameters

delegate (PreSetVirtualCameraTransform) –

set_desired_distance_units(desired_units) None

Sets unit of distance.

Parameters

desired_units (Unit) – The new unit to use for distance measures like focus distance

set_focus_visualization(show_focus_visualization) None

Set Focus Visualization

Parameters

show_focus_visualization (bool) –

Set Live Link Representation

Parameters

live_link_represenation (LiveLinkSubjectRepresentation) –

set_on_actor_clicked_delegate(delegate) None

Delegate will be executed when an actor in the scene was clicked/touched.

Parameters

delegate (OnActorClickedDelegate) –

set_save_settings_on_stop_streaming(should_settings_save) None

Sets whether settings should be saved when stream is stopped.

Parameters

should_settings_save (bool) –

set_tracked_actor_for_focus(actor_to_track, tracking_point_offset) None

Set Tracked Actor for Focus

Parameters
  • actor_to_track (Actor) –

  • tracking_point_offset (Vector) –

should_save_settings_on_stop_streaming() bool

Check whether settings should save when stream is stopped.

Return type

bool

property streamed_camera

[Read-Only] Streamed Camera

Type

(CineCameraComponent)

property target_device_resolution

[Read-Write] Target Device Resolution

Type

(Vector2D)