unreal.VCamOutputComposure
¶
- class unreal.VCamOutputComposure(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
VCamOutputProviderBase
VCam Output Composure
C++ Source:
Plugin: VirtualCameraCore
Module: VCamCore
File: VCamOutputComposure.h
Editor Properties: (see get_editor_property/set_editor_property)
final_output_render_target
(TextureRenderTarget2D): [Read-Write] TextureRenderTarget2D asset that contains the final outputgameplay_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 framelayer_targets
(Array[CompositingElement]): [Read-Write] List of Composure stack Compositing Elements to render the requested UMG intoon_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
- property final_output_render_target: TextureRenderTarget2D¶
[Read-Write] TextureRenderTarget2D asset that contains the final output
- Type: