unreal.VCamModifier

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

Bases: Object

VCam Modifier

C++ Source:

  • Plugin: VirtualCameraCore

  • Module: VCamCore

  • File: VCamModifier.h

Editor Properties: (see get_editor_property/set_editor_property)

  • connection_points (Map[Name, VCamModifierConnectionPoint]): [Read-Write]

  • input_context_priority (int32): [Read-Write] If an Input Mapping Context is provided then this value defines the priority level that the context is added to the input system with

  • input_mapping_context (InputMappingContext): [Read-Write] If an Input Mapping Context is specified then that Context will be automatically added to the input system when this Modifier is Initialized

property connection_points: None

[Read-Write]

Type:

(Map[Name, VCamModifierConnectionPoint])

Get Current Live Link Data from Owning Component

Returns:

live_link_data (LiveLinkCameraBlueprintData):

Return type:

LiveLinkCameraBlueprintData

get_owning_v_cam_component() VCamComponent

Get Owning VCam Component

Return type:

VCamComponent

get_stack_entry_name() Name

Gets the name of the modifier in the associated modifier stack

Return type:

Name

property input_context_priority: int

[Read-Only] If an Input Mapping Context is provided then this value defines the priority level that the context is added to the input system with

Type:

(int32)

property input_mapping_context: InputMappingContext

[Read-Only] If an Input Mapping Context is specified then that Context will be automatically added to the input system when this Modifier is Initialized

Type:

(InputMappingContext)

is_enabled() bool

Is Enabled

Return type:

bool

set_enabled(new_enabled) None

Set Enabled

Parameters:

new_enabled (bool) –

set_stack_entry_name(new_name) bool

Sets the name of the modifier in the associated modifier stack Returns a bool for whether

Parameters:

new_name (Name) –

Return type:

bool