unreal.JumpFloodComponent2D

class unreal.JumpFloodComponent2D(outer: Object | None = None, name: Name | str = 'None')

Bases: ActorComponent

Jump Flood Component 2D

C++ Source:

  • Plugin: Water

  • Module: WaterEditor

  • File: JumpFloodComponent2D.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • blur_edges_material (MaterialInterface): [Read-Write]

  • blur_edges_mid (MaterialInstanceDynamic): [Read-Only]

  • blur_passes (int32): [Read-Write]

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • completed_blur_passes (int32): [Read-Only]

  • completed_passes (int32): [Read-Only]

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • find_edges_material (MaterialInterface): [Read-Write]

  • find_edges_mid (MaterialInstanceDynamic): [Read-Only]

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • jump_step_material (MaterialInterface): [Read-Write]

  • jump_step_mid (MaterialInstanceDynamic): [Read-Only] Transient properties (exposed only for debugging reasons) :

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • required_passes (int32): [Read-Only]

  • rta (TextureRenderTarget2D): [Read-Only]

  • rtb (TextureRenderTarget2D): [Read-Only]

  • use_blur (bool): [Read-Write]

assign_render_targets(rta, rtb) None

Assign Render Targets

Parameters:
property blur_edges_material: MaterialInterface

[Read-Write]

Type:

(MaterialInterface)

property blur_passes: int

[Read-Write]

Type:

(int32)

create_mi_ds() bool

Create MIDs

Return type:

bool

find_edges(seed_rt, capture_z, curl, use_depth, zx_location_t) TextureRenderTarget2D

Find Edges

Parameters:
Return type:

TextureRenderTarget2D

find_edges_debug(seed_rt, capture_z, curl, dest_rt, z_offset) None

Find Edges Debug

Parameters:
property find_edges_material: MaterialInterface

[Read-Write]

Type:

(MaterialInterface)

jump_flood(seed_rt, scene_capture_z, curl, use_depth, zx_location_t) None

Jump Flood

Parameters:
property jump_step_material: MaterialInterface

[Read-Write]

Type:

(MaterialInterface)

single_blur_step() TextureRenderTarget2D

Single Blur Step

Return type:

TextureRenderTarget2D

single_jump_step() TextureRenderTarget2D

Single Jump Step

Return type:

TextureRenderTarget2D

property use_blur: bool

[Read-Write]

Type:

(bool)