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 percentage

  • hdr_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:

(HDRCaptureGamut)

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:

(CompositionGraphCapturePasses)

property post_processing_material: SoftObjectPath

[Read-Write] Custom post processing material to use for rendering

Type:

(SoftObjectPath)