unreal.DecoupledOutputProvider
¶
- class unreal.DecoupledOutputProvider(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
VCamOutputProviderBase
A decoupled output provider only contains data and forwards all important events to an IOutputProviderLogic, which may or may not exist. This allows the data to be loaded on all platforms but perform no operations on unsupported platforms. This decoupling is important to avoid failing LoadPackage warnings during cooking.
Example: Pixel Streaming.
C++ Source:
Plugin: VirtualCameraCore
Module: DecoupledOutputProvider
File: DecoupledOutputProvider.h
Editor Properties: (see get_editor_property/set_editor_property)
gameplay_view_target_policy
(GameplayViewTargetPolicy): [Read-Write] In game worlds, such as PIE or shipped games, determines which a player controller whose view target should be set to the owning cine camera.Note that multiple output providers may have a policy set and policies might choose the same player controllers to set the view target for. This conflict is resolved as follows: if a player controller already has the cine camera as view target, the policy is not used. Hence, you can order your output providers array in the VCamComponent. The first policies will get automatically get higher priority.
is_active
(bool): [Read-Write] If set, this output provider will execute every frameon_activated_delegate_blueprint
(ActivationDelegate_Blueprint): [Read-Write] Called when the activation state of this output provider changes.override_resolution
(IntPoint): [Read-Write] When bUseOverrideResolution is set, use this custom resolutiontarget_viewport
(VCamTargetViewportID): [Read-Write] Which viewport to use for this VCamumg_class
(type(Class)): [Read-Write] The UMG class to be rendered in this output provideruse_override_resolution
(bool): [Read-Write] Override the default output resolution with a custom value - NOTE you must toggle bIsActive off then back on for this to take effect