unreal.RenderingLibrary

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

Bases: BlueprintFunctionLibrary

Kismet Rendering Library

C++ Source:

  • Module: Engine

  • File: KismetRenderingLibrary.h

classmethod begin_draw_canvas_to_render_target(world_context_object, texture_render_target) -> (canvas=Canvas, size=Vector2D, context=DrawToRenderTargetContext)

Returns a Canvas object that can be used to draw to the specified render target. Canvas has functions like DrawMaterial with size parameters that can be used to draw to a specific area of a render target. Be sure to call EndDrawCanvasToRenderTarget to complete the rendering!

Parameters:
Returns:

canvas (Canvas):

size (Vector2D):

context (DrawToRenderTargetContext):

Return type:

tuple

classmethod calculate_projection_matrix(minimal_view_info) Matrix

Calculates the projection matrix using this view info’s aspect ratio (regardless of bConstrainAspectRatio)

Parameters:

minimal_view_info (MinimalViewInfo) –

Return type:

Matrix

classmethod clear_render_target2d(world_context_object, texture_render_target, clear_color=[0.000000, 0.000000, 0.000000, 1.000000]) None

Clears the specified render target with the given ClearColor.

Parameters:
classmethod convert_render_target_to_texture2d_array_editor_only(world_context_object, render_target, texture) None

Copies the contents of a UTextureRenderTarget2DArray to a UTexture2DArray Only works in the editor

Parameters:
classmethod convert_render_target_to_texture2d_editor_only(world_context_object, render_target, texture) None

Copies the contents of a UTextureRenderTarget2D to a UTexture2D Only works in the editor

Parameters:
classmethod convert_render_target_to_texture_cube_editor_only(world_context_object, render_target, texture) None

Copies the contents of a UTextureRenderTargetCube to a UTextureCube Only works in the editor

Parameters:
classmethod convert_render_target_to_texture_volume_editor_only(world_context_object, render_target, texture) None

Copies the contents of a UTextureRenderTargetVolume to a UVolumeTexture Only works in the editor

Parameters:
classmethod create_render_target2d(world_context_object, width=256, height=256, format=TextureRenderTargetFormat.RTF_RGBA16F, clear_color=[0.000000, 0.000000, 0.000000, 1.000000], auto_generate_mip_maps=False, support_ua_vs=False) TextureRenderTarget2D

Creates a new render target and initializes it to the specified dimensions

Parameters:
Return type:

TextureRenderTarget2D

classmethod create_render_target2d_array(world_context_object, width=256, height=256, slices=1, format=TextureRenderTargetFormat.RTF_RGBA16F, clear_color=[0.000000, 0.000000, 0.000000, 1.000000], auto_generate_mip_maps=False, support_ua_vs=False) TextureRenderTarget2DArray

Creates a new render target array and initializes it to the specified dimensions

Parameters:
Return type:

TextureRenderTarget2DArray

classmethod create_render_target_volume(world_context_object, width=16, height=16, depth=16, format=TextureRenderTargetFormat.RTF_RGBA16F, clear_color=[0.000000, 0.000000, 0.000000, 1.000000], auto_generate_mip_maps=False, support_ua_vs=False) TextureRenderTargetVolume

Creates a new volume render target and initializes it to the specified dimensions

Parameters:
Return type:

TextureRenderTargetVolume

classmethod draw_material_to_render_target(world_context_object, texture_render_target, material) None

Renders a quad with the material applied to the specified render target. This sets the render target even if it is already set, which is an expensive operation. Use BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget instead if rendering multiple primitives to the same render target.

Parameters:
classmethod enable_path_tracing(enable_path_tracer) None

Enables or disables the path tracer for the current Game Viewport. This command is equivalent to setting ShowFlag.PathTracing, but is accessible even from shipping builds.

Parameters:

enable_path_tracer (bool) –

classmethod end_draw_canvas_to_render_target(world_context_object, context) None

Must be paired with a BeginDrawCanvasToRenderTarget to complete rendering to a render target.

Parameters:
classmethod export_render_target(world_context_object, texture_render_target, file_path, file_name) None

Exports a render target as a HDR or PNG image onto the disk (depending on the format of the render target)

Parameters:
classmethod export_texture2d(world_context_object, texture, file_path, file_name) None

Exports a Texture2D as a HDR image onto the disk.

Parameters:
classmethod import_buffer_as_texture2d(world_context_object, buffer) Texture2D

Imports a texture from a buffer and creates Texture2D from it.

Parameters:
  • world_context_object (Object) –

  • buffer (Array[uint8]) –

Return type:

Texture2D

classmethod import_file_as_texture2d(world_context_object, filename) Texture2D

Imports a texture file from disk and creates Texture2D from it.

Parameters:
  • world_context_object (Object) –

  • filename (str) –

Return type:

Texture2D

classmethod read_render_target(world_context_object, texture_render_target, normalize=True) Array[Color] or None

Incredibly inefficient and slow operation! Reads entire render target as sRGB color and returns a linear array of sRGB colors. LDR render targets are assumed to be in sRGB space. HDR ones are assumed to be in linear space. Result whether the operation succeeded. If successful, OutSamples will an entry per pixel, where each is 8-bit per channel [0,255] BGRA in sRGB space.

Parameters:
Returns:

out_samples (Array[Color]):

Return type:

Array[Color] or None

classmethod read_render_target_pixel(world_context_object, texture_render_target, x, y) Color

Incredibly inefficient and slow operation! Read a value as sRGB color from a render target using integer pixel coordinates. LDR render targets are assumed to be in sRGB space. HDR ones are assumed to be in linear space. Result is 8-bit per channel [0,255] BGRA in sRGB space.

Parameters:
Return type:

Color

classmethod read_render_target_raw(world_context_object, texture_render_target, normalize=True) Array[LinearColor] or None

Incredibly inefficient and slow operation! Read entire texture as-is from a render target.

Parameters:
Returns:

out_linear_samples (Array[LinearColor]):

Return type:

Array[LinearColor] or None

classmethod read_render_target_raw_pixel(world_context_object, texture_render_target, x, y, normalize=True) LinearColor

Incredibly inefficient and slow operation! Read a value as-is from a render target using integer pixel coordinates.

Parameters:
Return type:

LinearColor

classmethod read_render_target_raw_pixel_area(world_context_object, texture_render_target, min_x, min_y, max_x, max_y, normalize=True) Array[LinearColor]

Incredibly inefficient and slow operation! Read an area of values as-is from a render target using a rectangle defined by integer pixel coordinates.

Parameters:
  • world_context_object (Object) –

  • texture_render_target (TextureRenderTarget2D) –

  • min_x (int32) –

  • min_y (int32) –

  • max_x (int32) –

  • max_y (int32) –

  • normalize (bool) –

Return type:

Array[LinearColor]

classmethod read_render_target_raw_uv(world_context_object, texture_render_target, u, v, normalize=True) LinearColor

Incredibly inefficient and slow operation! Read a value as-is from a render target using UV [0,1]x[0,1] coordinates.

Parameters:
Return type:

LinearColor

classmethod read_render_target_raw_uv_area(world_context_object, texture_render_target, area, normalize=True) Array[LinearColor]

Incredibly inefficient and slow operation! Read an area of values as-is from a render target using a rectangle defined by UV [0,1]x[0,1] coordinates.

Parameters:
Return type:

Array[LinearColor]

classmethod read_render_target_uv(world_context_object, texture_render_target, u, v) Color

Incredibly inefficient and slow operation! Read a value as sRGB color from a render target using UV [0,1]x[0,1] coordinates. LDR render targets are assumed to be in sRGB space. HDR ones are assumed to be in linear space. Result is 8-bit per channel [0,255] BGRA in sRGB space.

Parameters:
Return type:

Color

classmethod refresh_path_tracing_output() None

Forces the path tracer to restart sample accumulation. This can be used to force the path tracer to compute a new frame in situations where it can not detect a change in the scene automatically.

classmethod release_render_target2d(texture_render_target) None

Manually releases GPU resources of a render target. This is useful for blueprint creating a lot of render target that would normally be released too late by the garbage collector that can be problematic on platforms that have tight GPU memory constrains.

Parameters:

texture_render_target (TextureRenderTarget2D) –

classmethod render_target_create_static_texture2d_array_editor_only(render_target, name='Texture', compression_settings=TextureCompressionSettings.TC_DEFAULT, mip_settings=TextureMipGenSettings.TMGS_FROM_TEXTURE_GROUP) Texture2DArray

Creates a new Static Texture 2D Array from a Render Target 2D Array. Only works in the editor

Parameters:
Return type:

Texture2DArray

classmethod render_target_create_static_texture2d_editor_only(render_target, name='Texture', compression_settings=TextureCompressionSettings.TC_DEFAULT, mip_settings=TextureMipGenSettings.TMGS_FROM_TEXTURE_GROUP) Texture2D

Creates a new Static Texture from a Render Target 2D. Only works in the editor

Parameters:
Return type:

Texture2D

classmethod render_target_create_static_texture_cube_editor_only(render_target, name='Texture', compression_settings=TextureCompressionSettings.TC_DEFAULT, mip_settings=TextureMipGenSettings.TMGS_FROM_TEXTURE_GROUP) TextureCube

Creates a new Static Texture Cube from a Render Target Cube. Only works in the editor

Parameters:
Return type:

TextureCube

classmethod render_target_create_static_volume_texture_editor_only(render_target, name='Texture', compression_settings=TextureCompressionSettings.TC_DEFAULT, mip_settings=TextureMipGenSettings.TMGS_FROM_TEXTURE_GROUP) VolumeTexture

Creates a new Static Volume Texture from a Render Target Volume. Only works in the editor

Parameters:
Return type:

VolumeTexture

classmethod resize_render_target2d(texture_render_target, width=256, height=256) None

Changes the resolution of a render target. This is useful for when you need to resize the game viewport or change the in-game resolution during runtime and thus need to update the sizes of all the render targets in the game accordingly.

Parameters:
classmethod set_cast_inset_shadow_for_all_attachments(primitive_component, cast_inset_shadow, light_attachments_as_group) None
Set the inset shadow casting state of the given component and all its child attachments.

Also choose if all attachments should be grouped for the inset shadow rendering. If enabled, one depth target will be shared for all attachments.

Parameters: