unreal.SceneCaptureComponent
¶
- class unreal.SceneCaptureComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
SceneComponent
-> will be exported to EngineDecalClasses.h
C++ Source:
Module: Engine
File: SceneCaptureComponent.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.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 Sourcecomponent_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 classhidden_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.on_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 deactivatedphysics_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 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.relative_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)replicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.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.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 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.
- Type:
(bool)
- property 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.
- Type:
(bool)
- property 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.
- Type:
(bool)
- property capture_sort_priority: int¶
[Read-Only] Capture Sort Priority: Capture priority within the frame to sort scene capture on GPU to resolve interdependencies between multiple capture components. Highest come first.
- Type:
(int32)
- property capture_source: SceneCaptureSource¶
[Read-Write] Capture Source
- Type:
Clears the hidden list.
- hide_actor_components(actor, include_from_child_actors=False) None ¶
Adds all primitive components in the actor to our list of hidden components.
- hide_component(component) None ¶
Adds the component to our list of hidden components.
- Parameters:
component (PrimitiveComponent) –
- property 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
- Type:
(float)
- property primitive_render_mode: SceneCapturePrimitiveRenderMode¶
[Read-Write] Primitive Render Mode: Controls what primitives get rendered into the scene capture.
- Type:
- property profiling_event_name: str¶
[Read-Write] Profiling Event Name: Name of the profiling event.
- Type:
(str)
- remove_show_only_actor_components(actor, include_from_child_actors=False) None ¶
Removes an actor’s components from the Show Only list.
- remove_show_only_component(component) None ¶
Removes a component from the Show Only list.
- Parameters:
component (PrimitiveComponent) –
- set_capture_sort_priority(new_capture_sort_priority) None ¶
Changes the value of TranslucentSortPriority.
- Parameters:
new_capture_sort_priority (int32) –
- property 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
- Type:
- show_only_actor_components(actor, include_from_child_actors=False) None ¶
Adds all primitive components in the actor to our list of show-only components.
- property 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.
- show_only_component(component) None ¶
Adds the component to our list of show-only components.
- Parameters:
component (PrimitiveComponent) –