unreal.CompositionGraphCaptureProtocol
¶
- class unreal.CompositionGraphCaptureProtocol(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MovieSceneImageCaptureProtocolBase
Composition Graph Capture Protocol
C++ Source:
Module: MovieSceneCapture
File: CompositionGraphCaptureProtocol.h
Editor Properties: (see get_editor_property/set_editor_property)
capture_frames_in_hdr
(bool): [Read-Write] Whether to capture the frames as HDR textures (*.exr format)capture_gamut
(HDRCaptureGamut): [Read-Write] The color gamut to use when storing HDR captured data. The gamut depends on whether the bCaptureFramesInHDR option is enabled.disable_screen_percentage
(bool): [Read-Write] Whether to disable screen percentagehdr_compression_quality
(int32): [Read-Write] Compression Quality for HDR Frames (0 for no compression, 1 for default compression which can be slow)include_render_passes
(CompositionGraphCapturePasses): [Read-Write] A list of render passes to include in the capture. Leave empty to export all available passes.post_processing_material
(SoftObjectPath): [Read-Write] Custom post processing material to use for rendering
- property capture_frames_in_hdr: bool¶
[Read-Write] Whether to capture the frames as HDR textures (*.exr format)
- Type:
(bool)
- property capture_gamut: HDRCaptureGamut¶
[Read-Write] The color gamut to use when storing HDR captured data. The gamut depends on whether the bCaptureFramesInHDR option is enabled.
- Type:
- property disable_screen_percentage: bool¶
[Read-Write] Whether to disable screen percentage
- Type:
(bool)
- property hdr_compression_quality: int¶
[Read-Write] Compression Quality for HDR Frames (0 for no compression, 1 for default compression which can be slow)
- Type:
(int32)
- property include_render_passes: CompositionGraphCapturePasses¶
[Read-Write] A list of render passes to include in the capture. Leave empty to export all available passes.
- Type:
- property post_processing_material: SoftObjectPath¶
[Read-Write] Custom post processing material to use for rendering
- Type: