unreal.VirtualCameraActor

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

Bases: CineCameraActor

Virtual Camera Actor

C++ Source:

  • Plugin: VirtualCamera

  • Module: VirtualCamera

  • File: VirtualCameraActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Write] The GUID for this actor; this guid will be the same for actors from instanced streaming levels. see: ActorInstanceGuid, FActorInstanceGuidMapper note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults. See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.

  • actor_instance_guid (Guid): [Read-Write] The instance GUID for this actor; this guid will be unique for actors from instanced streaming levels. see: ActorGuid note: This is not guaranteed to be valid during PostLoad in all situations, but safe to access from RegisterAllComponents.

  • allow_focus_visualization (bool): [Read-Write] Should focus plane be shown on all touch focus events

  • allow_tick_before_begin_play (bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).

  • async_physics_tick_enabled (bool): [Read-Write] Whether to use use the async physics tick with this actor.

  • auto_activate_for_player (AutoReceiveInput): [Read-Write] Specifies which player controller, if any, should automatically use this Camera when the controller is active.

  • auto_destroy_when_finished (bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.

  • block_input (bool): [Read-Write] If true, all input on the stack below this actor will not be considered

  • call_pre_replication (bool): [Read-Write]

  • call_pre_replication_for_replay (bool): [Read-Write]

  • camera_component (CameraComponent): [Read-Only] The camera component for this camera

  • camera_screen_widget (VPFullScreenUserWidget): [Read-Write]

  • camera_umg_class (type(Class)): [Read-Write]

  • can_be_damaged (bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • content_bundle_guid (Guid): [Read-Write] The GUID for this actor’s content bundle.

  • custom_time_dilation (float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • data_layer_assets (Array[DataLayerAsset]): [Read-Write]

  • data_layers (Array[ActorDataLayer]): [Read-Only] DataLayers the actor belongs to.

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • enable_auto_lod_generation (bool): [Read-Write] Whether this actor should be considered or not during HLOD generation.

  • find_camera_component_when_view_target (bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • hidden (bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • hlod_layer (HLODLayer): [Read-Write] The UHLODLayer in which this actor should be included.

  • ignores_origin_shifting (bool): [Read-Write] Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • input_priority (int32): [Read-Write] The priority of this input component when pushed in to the stack.

  • instigator (Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.

  • is_editor_only_actor (bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • is_main_world_only (bool): [Read-Write] If checked, this Actor will only get loaded in a main world (persistent level), it will not be loaded through Level Instances.

  • is_spatially_loaded (bool): [Read-Write] Determine if this actor is spatially loaded when placed in a partitioned world.

    If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.

  • layers (Array[Name]): [Read-Write] Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.

  • live_link_subject (LiveLinkSubjectRepresentation): [Read-Write]

  • lookat_tracking_settings (CameraLookatTrackingSettings): [Read-Write]

  • media_capture (RemoteSessionMediaCapture): [Read-Write]

  • media_output (RemoteSessionMediaOutput): [Read-Write]

  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • movement_component (VirtualCameraMovement): [Read-Only]

  • net_cull_distance_squared (float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_clicked_delegate (OnActorClickedDelegate): [Read-Write] Delegate that will be triggered when an actor has been clicked/touched. note: Delegate will run on Touch/Mouse-Down

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_pre_set_virtual_camera_transform (PreSetVirtualCameraTransform): [Read-Write] Delegate that will is triggered before transform is set onto Actor.

  • on_released (ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.

  • on_virtual_camera_updated_delegates (VirtualCameraTickDelegateGroup): [Read-Write] This delegate is triggered at the end of a tick in editor/pie/game. note: The Actor is only ticked while it is being streamed.

  • only_relevant_to_owner (bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • physics_replication_mode (PhysicsReplicationMode): [Read-Write] Which mode to replicate physics through for this actor. Only relevant if the actor replicates movement and has a component that simulate physics.

  • pivot_offset (Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

  • relevant_for_level_bounds (bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • remote_role (NetRole): [Read-Only] Describes how much control the remote machine has over the actor.

  • remote_session_port (int32): [Read-Write]

  • replay_rewindable (bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors

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

  • replicated_movement (RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()

  • role (NetRole): [Read-Only] Describes how much control the local machine has over the actor.

  • root_component (SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • runtime_grid (Name): [Read-Write] Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.

  • scene_capture_component (SceneCaptureComponent2D): [Read-Only]

  • scene_component (SceneComponent): [Read-Only]

  • settings_presets (Map[str, VirtualCameraSettingsPreset]): [Read-Write] Stores the list of settings presets, and saved presets

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • sprite_scale (float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • streamed_camera (CineCameraComponent): [Read-Write]

  • tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing.

  • target_device_resolution (Vector2D): [Read-Write]

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

add_blendable_to_camera(blendable_to_add, weight) None

Add Blendable to Camera

Parameters:
  • blendable_to_add (BlendableInterface) –

  • weight (float) –

add_on_virtual_camera_updated_delegate(delegate) None

Adds a delegate that will be executed every tick while streaming.

Parameters:

delegate (VirtualCameraTickDelegate) –

property allow_focus_visualization: bool

[Read-Only] Should focus plane be shown on all touch focus events

Type:

(bool)

property camera_umg_class: Class

[Read-Write]

Type:

(type(Class))

delete_preset(preset_name) int32

Deletes a preset using its name as the key.

Parameters:

preset_name (str) – The name of the preset to delete

Returns:

the number of values associated with the key

Return type:

int32

get_desired_distance_units() Unit

Returns previously set unit of distance.

Returns:

DesiredUnits - The unit that is used for distance measures like focus distance

Return type:

Unit

Get Live Link Representation

Return type:

LiveLinkSubjectRepresentation

get_options() VirtualCameraOptions

Get Options

Return type:

VirtualCameraOptions

get_preset_container() VirtualCameraPresetContainer

Get Preset Container

Return type:

VirtualCameraPresetContainer

get_relative_transform() Transform

Get Relative Transform

Return type:

Transform

get_scene_capture_component() SceneCaptureComponent2D

Get Scene Capture Component

Return type:

SceneCaptureComponent2D

get_sequence_controller() LevelSequencePlaybackController

Returns the VirtualCamera’s Sequence Controller.

Return type:

LevelSequencePlaybackController

get_settings_presets() Map[str, VirtualCameraSettingsPreset]

Returns a sorted TMap of the current presets.

Returns:

a sorted TMap of settings presets

Return type:

Map[str, VirtualCameraSettingsPreset]

get_streamed_camera_component() CineCameraComponent

Returns the target camera that is used to create the streamed view.

Return type:

CineCameraComponent

is_focus_visualization_allowed() bool

Checks whether or not focus visualization can activate

Returns:

the current state of touch event visualization

Return type:

bool

is_streaming() bool

Is Streaming

Return type:

bool

[Read-Only]

Type:

(LiveLinkSubjectRepresentation)

load_preset(preset_name) bool

Loads a preset using its name as a string key.

Parameters:

preset_name (str) – The name of the preset to load

Returns:

true if successful, false otherwise

Return type:

bool

property movement_component: VirtualCameraMovement

[Read-Only]

Type:

(VirtualCameraMovement)

property remote_session_port: int

[Read-Write]

Type:

(int32)

remove_on_virtual_camera_updated_delegate(delegate) None

Remove delegate that is executed every tick while streaming.

Parameters:

delegate (VirtualCameraTickDelegate) –

save_preset(save_camera_settings, save_stabilization, save_axis_locking, save_motion_scale) str

Saves a preset into the list of presets.

Parameters:
  • save_camera_settings (bool) – Should this preset save camera settings

  • save_stabilization (bool) – Should this preset save stabilization settings

  • save_axis_locking (bool) – Should this preset save axis locking settings

  • save_motion_scale (bool) – Should this preset save motion scaled settings

Returns:

the name of the preset

Return type:

str

property scene_capture_component: SceneCaptureComponent2D

[Read-Only]

Type:

(SceneCaptureComponent2D)

set_before_set_virtual_camera_transform_delegate(delegate) None

Delegate will be executed before transform is set onto VirtualCamera.

Parameters:

delegate (PreSetVirtualCameraTransform) –

set_desired_distance_units(desired_units) None

Sets unit of distance.

Parameters:

desired_units (Unit) – The new unit to use for distance measures like focus distance

set_focus_visualization(show_focus_visualization) None

Set Focus Visualization

Parameters:

show_focus_visualization (bool) –

Set Live Link Representation

Parameters:

live_link_represenation (LiveLinkSubjectRepresentation) –

set_on_actor_clicked_delegate(delegate) None

Delegate will be executed when an actor in the scene was clicked/touched.

Parameters:

delegate (OnActorClickedDelegate) –

set_save_settings_on_stop_streaming(should_settings_save) None

Sets whether settings should be saved when stream is stopped.

Parameters:

should_settings_save (bool) –

set_tracked_actor_for_focus(actor_to_track, tracking_point_offset) None

Set Tracked Actor for Focus

Parameters:
  • actor_to_track (Actor) –

  • tracking_point_offset (Vector) –

should_save_settings_on_stop_streaming() bool

Check whether settings should save when stream is stopped.

Return type:

bool

property streamed_camera: CineCameraComponent

[Read-Only]

Type:

(CineCameraComponent)

property target_device_resolution: Vector2D

[Read-Write]

Type:

(Vector2D)