unreal.VCamBlueprintFunctionLibrary

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

Bases: BlueprintFunctionLibrary

VCam Blueprint Function Library

C++ Source:

  • Plugin: VirtualCamera

  • Module: VirtualCamera

  • File: VCamBlueprintFunctionLibrary.h

classmethod calculate_auto_focus_distance(reticle_position, cine_camera) float

Calculates auto focus

Parameters:
Return type:

float

classmethod call_function_by_name(obj_ptr, function_name) bool

Returns true if the function was found & executed correctly.

Parameters:
Return type:

bool

classmethod convert_string_to_frame_rate(frame_rate_string) FrameRate

Converts a double framerate to a FFrameRate

Parameters:

frame_rate_string (str) –

Return type:

FrameRate

classmethod copy_to_cine_camera_actor(source_camera_component, target_camera_actor) bool

Copies all properties from a CineCameraComponent to a CineCameraActor and ensure the root actor transform is updated so the CameraComponents end up in the same World Space position

Parameters:
Return type:

bool

classmethod deproject_screen_to_world(screen_position) (out_world_position=Vector, out_world_direction=Vector) or None

Convert 2D screen position to World Space 3D position and direction in the active viewport. Returns false if unable to determine value.

Parameters:

screen_position (Vector2D) –

Returns:

out_world_position (Vector):

out_world_direction (Vector):

Return type:

tuple or None

classmethod deproject_screen_to_world_by_viewport(screen_position, target_viewport) (out_world_position=Vector, out_world_direction=Vector) or None

Converts 2D screen position to World Space 3D position and direction in the specified viewport. Returns false if unable to determine value. Only works in editor builds.

Parameters:
Returns:

out_world_position (Vector):

out_world_direction (Vector):

Return type:

tuple or None

classmethod editor_load_asset(asset_path) Object

Load an asset through path.

Parameters:

asset_path (str) –

Return type:

Object

classmethod editor_save_asset(asset_path) bool

Save an asset through path. Returns true on success.

Parameters:

asset_path (str) –

Return type:

bool

classmethod editor_set_game_view(is_toggled) None

Sets the current game view

Parameters:

is_toggled (bool) –

classmethod enable_debug_focus_plane(cine_camera, enabled) None

Enable/Disable debug focus plane

Parameters:
classmethod get_bound_objects(camera_binding_id) Array[Object]

Get UObject from Camera Object Bindings

Parameters:

camera_binding_id (MovieSceneObjectBindingID) –

Return type:

Array[Object]

classmethod get_current_level_sequence() LevelSequence

Get the currently opened level sequence asset see: ULevelSequenceEditorBlueprintLibrary::GetCurrentLevelSequence

Return type:

LevelSequence

classmethod get_current_level_sequence_current_frame() int32

Get the current playback position in frames

Return type:

int32

classmethod get_display_rate(level_sequence) FrameRate

Grab the display rate from a LevelSequences’ MovieScene

Parameters:

level_sequence (LevelSequence) –

Return type:

FrameRate

classmethod get_level_sequence_frame_as_timecode(level_sequence, frame) Timecode

Convert a frame from a level sequence to timecode

Parameters:
Return type:

Timecode

classmethod get_level_sequence_frame_as_timecode_without_object(display_rate, frame) Timecode

Convert a frame from a level sequence to timecode using only a provided display rate

Parameters:
  • display_rate (FrameRate) –

  • frame (int32) –

Return type:

Timecode

classmethod get_level_sequence_length_in_frames(level_sequence) int32

Get length in frames of a level sequence

Parameters:

level_sequence (LevelSequence) –

Return type:

int32

classmethod get_next_undo_description() str

Returns the description of the undo action that will be performed next.

Return type:

str

classmethod get_object_metadata_tags(object) Map[Name, str]

Retrieves UObject’s metadata tags

Parameters:

object (Object) –

Return type:

Map[Name, str]

classmethod get_pending_take_level_sequence() LevelSequence

Gets the level sequence associated with the current pending take. see: ITakeRecorderModule::GetPendingTake

Return type:

LevelSequence

classmethod get_playback_speed() float

Get playback speed in Sequencer

Return type:

float

classmethod import_snapshot_texture(file_name, sub_folder_name, absolute_path_package) Texture

Imports image as a uasset

Parameters:
  • file_name (str) –

  • sub_folder_name (str) –

  • absolute_path_package (str) –

Return type:

Texture

classmethod is_current_level_sequence_playing() bool

Check whether the sequence is actively playing.

Return type:

bool

classmethod is_game_running() bool

Returns true if not in editor or if running the game in PIE or Simulate

Return type:

bool

classmethod is_recording() bool

Check whether a recording is currently active

Return type:

bool

classmethod is_take_recorder_panel_open() bool

Is Take Recorder Panel Open

Return type:

bool

classmethod modify_object_metadata_tags(object, tag, value) None

Modifies a UObject’s metadata tags, adding a tag if the tag does not exist.

Parameters:
classmethod multi_trace_hit_proxy_on_viewport(screen_position, target_viewport, query_params) Array[VCamTraceHitProxyResult] or None

Traces from the viewport and returns all components that contribute to the pixels surrounding InScreenPosition. The size of the pixel area checked is controlled by InQueryParams.HitProxySize.

This finds actors that have NoCollision set. The actor is found by determining which actors contribute to the specified pixel. This function is designed for Editor builds; in Runtime builds, it returns false.

Parameters:
Returns:

Whether Result was written to

result (Array[VCamTraceHitProxyResult]): The result, set if this function returns true.

Return type:

Array[VCamTraceHitProxyResult] or None

classmethod open_level_sequence(level_sequence) bool

Open a level sequence asset

Parameters:

level_sequence (LevelSequence) –

Return type:

bool

classmethod pause_current_level_sequence() None

Pause the current level sequence

classmethod pilot_actor(selected_actor) None

Pilot the provided actor using editor scripting

Parameters:

selected_actor (Actor) –

classmethod play_current_level_sequence() None

Play the current level sequence

classmethod set_actor_label(actor, new_actor_label) None

Set Actor Label

Parameters:
  • actor (Actor) –

  • new_actor_label (str) –

classmethod set_current_level_sequence_current_frame(new_frame) None

Set playback position for the current level sequence in frames

Parameters:

new_frame (int32) –

classmethod set_on_take_recorder_slate_changed(on_take_recorder_slate_changed) None

Called when the slate is changed.

Parameters:

on_take_recorder_slate_changed (OnTakeRecorderSlateChanged_VCam) –

classmethod set_playback_speed(value=1.000000) None

Set playback speed in Sequencer

Parameters:

value (float) –

classmethod sort_assets_by_timecode_asset_data(level_sequence_assets) Array[AssetData]

Sort array of FAssetData by metadata timecode *

Parameters:

level_sequence_assets (Array[AssetData]) –

Return type:

Array[AssetData]

classmethod timecode_to_frame_amount(timecode, frame_rate) int32

Convert timecode to amount of frames at a given framerate

Parameters:
Return type:

int32

classmethod try_open_take_recorder_panel() bool

Try Open Take Recorder Panel

Return type:

bool

classmethod update_post_process_settings_for_capture(capture_component, depth_of_field, f_stop_value) bool

Updates the provided USceneCaptureComponent2D’s PostProcessingSettings. Returns true on success.

Parameters:
Return type:

bool