unreal.VCamOutputComposure

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

Bases: VCamOutputProviderBase

VCam Output Composure

C++ Source:

  • Plugin: VirtualCameraCore

  • Module: VCamCore

  • File: VCamOutputComposure.h

Editor Properties: (see get_editor_property/set_editor_property)

  • final_output_render_target (TextureRenderTarget2D): [Read-Write] TextureRenderTarget2D asset that contains the final output

  • gameplay_view_target_policy (GameplayViewTargetPolicy): [Read-Write] In game worlds, such as PIE or shipped games, determines which a player controller whose view target should be set to the owning cine camera.

    Note that multiple output providers may have a policy set and policies might choose the same player controllers to set the view target for. This conflict is resolved as follows: if a player controller already has the cine camera as view target, the policy is not used. Hence, you can order your output providers array in the VCamComponent. The first policies will get automatically get higher priority.

  • is_active (bool): [Read-Write] If set, this output provider will execute every frame

  • layer_targets (Array[CompositingElement]): [Read-Write] List of Composure stack Compositing Elements to render the requested UMG into

  • on_activated_delegate_blueprint (ActivationDelegate_Blueprint): [Read-Write] Called when the activation state of this output provider changes.

  • override_resolution (IntPoint): [Read-Write] When bUseOverrideResolution is set, use this custom resolution

  • target_viewport (VCamTargetViewportID): [Read-Write] Which viewport to use for this VCam

  • umg_class (type(Class)): [Read-Write] The UMG class to be rendered in this output provider

  • use_override_resolution (bool): [Read-Write] Override the default output resolution with a custom value - NOTE you must toggle bIsActive off then back on for this to take effect

property final_output_render_target: TextureRenderTarget2D

[Read-Write] TextureRenderTarget2D asset that contains the final output

Type:

(TextureRenderTarget2D)

property layer_targets: None

[Read-Write] List of Composure stack Compositing Elements to render the requested UMG into

Type:

(Array[CompositingElement])