unreal.AvaMask2DBaseModifier

class unreal.AvaMask2DBaseModifier(outer: Object | None = None, name: Name | str = 'None')

Bases: AvaArrangeBaseModifier

Uses scene actors to create a mask texture and applies it to attached actors

C++ Source:

  • Plugin: Avalanche

  • Module: AvalancheMask

  • File: AvaMask2DBaseModifier.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blur_strength (float): [Read-Write]

  • canvas_weak (GeometryMaskCanvas): [Read-Write] Reference to the Canvas used

  • channel (Name): [Read-Write] Channel to read to or write from

  • inner_feather_radius (int32): [Read-Write]

  • inverted (bool): [Read-Write] Whether to apply the mask as inverted (visible becomes invisible and vice versa)

  • modifier_enabled (bool): [Read-Write] Is the modifier enabled or disabled

  • outer_feather_radius (int32): [Read-Write]

  • parent_channel (Name): [Read-Only] Channel found when GetChannelFromParent is true

  • use_blur (bool): [Read-Write]

  • use_feathering (bool): [Read-Write]

  • use_parent_channel (bool): [Read-Write] Whether to get the channel from the parent (first one that specifies a mask channel)

property blur_strength: float

[Read-Write]

Type:

(float)

property channel: Name

[Read-Write] Channel to read to or write from

Type:

(Name)

property inner_feather_radius: int

[Read-Write]

Type:

(int32)

property inverted: bool

[Read-Write] Whether to apply the mask as inverted (visible becomes invisible and vice versa)

Type:

(bool)

property outer_feather_radius: int

[Read-Write]

Type:

(int32)

property use_blur: bool

[Read-Write]

Type:

(bool)

property use_feathering: bool

[Read-Write]

Type:

(bool)

property use_parent_channel: bool

[Read-Write] Whether to get the channel from the parent (first one that specifies a mask channel)

Type:

(bool)