unreal.CameraComponent

class unreal.CameraComponent(outer=None, name='None')

Bases: unreal.SceneComponent

Represents a camera viewpoint and settings, such as projection type, field of view, and post-process overrides. The default behavior for an actor used as the camera view target is to look for an attached camera component and use its location, rotation, and settings.

C++ Source:

  • Module: Engine
  • File: CameraComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent
  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent
  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent
  • aspect_ratio (float): [Read-Write] Aspect Ratio (Width/Height)
  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component
  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.
  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation
  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
  • constrain_aspect_ratio (bool): [Read-Write] If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.
  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • field_of_view (float): [Read-Write] The horizontal field of view (in degrees) in perspective mode (ignored in Orthographic mode)
  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.
  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds
  • lock_to_hmd (bool): [Read-Write] True if the camera’s orientation and position should be locked to the HMD
  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset
  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated
  • ortho_far_clip_plane (float): [Read-Write] The far plane distance of the orthographic view (in world units)
  • ortho_near_clip_plane (float): [Read-Write] The near plane distance of the orthographic view (in world units)
  • ortho_width (float): [Read-Write] The desired width (in world units) of the orthographic view (ignored in Perspective mode)
  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *
  • post_process_blend_weight (float): [Read-Write] Indicates if PostProcessSettings should be used when using this Camera to view through.
  • post_process_settings (PostProcessSettings): [Read-Write] Post process settings to use for this camera. Don’t forget to check the properties you want to override
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • projection_mode (CameraProjectionMode): [Read-Write] The type of camera
  • relative_location (Vector): [Read-Write] Location of the component relative to its parent
  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent
  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. GetPhysicsVolume():
  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
  • use_field_of_view_for_lod (bool): [Read-Write] If true, account for the field of view angle when computing which level of detail to use for meshes.
  • use_pawn_control_rotation (bool): [Read-Write] If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? APawn::GetViewRotation():
  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
add_or_update_blendable(blendable_object, weight=1.000000) → None

Adds an Blendable (implements IBlendableInterface) to the array of Blendables (if it doesn’t exist) and update the weight

Parameters:
  • blendable_object (BlendableInterface) –
  • weight (float) –
aspect_ratio

(float) – [Read-Write] Aspect Ratio (Width/Height)

b_use_controller_view_rotation

deprecated – ‘b_use_controller_view_rotation’ was renamed to ‘use_pawn_control_rotation’.

b_use_pawn_view_rotation

deprecated – ‘b_use_pawn_view_rotation’ was renamed to ‘use_pawn_control_rotation’.

constrain_aspect_ratio

(bool) – [Read-Write] If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.

field_of_view

(float) – [Read-Write] The horizontal field of view (in degrees) in perspective mode (ignored in Orthographic mode)

get_camera_view(delta_time) → MinimalViewInfo

Returns camera’s Point of View. Called by Camera class. Subclass and postprocess to add any effects.

Parameters:delta_time (float) –
Returns:desired_view (MinimalViewInfo):
Return type:MinimalViewInfo
lock_to_hmd

(bool) – [Read-Write] True if the camera’s orientation and position should be locked to the HMD

ortho_far_clip_plane

(float) – [Read-Write] The far plane distance of the orthographic view (in world units)

ortho_near_clip_plane

(float) – [Read-Write] The near plane distance of the orthographic view (in world units)

ortho_width

(float) – [Read-Write] The desired width (in world units) of the orthographic view (ignored in Perspective mode)

post_process_blend_weight

(float) – [Read-Write] Indicates if PostProcessSettings should be used when using this Camera to view through.

post_process_settings

(PostProcessSettings) – [Read-Write] Post process settings to use for this camera. Don’t forget to check the properties you want to override

projection_mode

(CameraProjectionMode) – [Read-Write] The type of camera

remove_blendable(blendable_object) → None

Removes a blendable.

Parameters:blendable_object (BlendableInterface) –
set_aspect_ratio(aspect_ratio) → None

Set Aspect Ratio

Parameters:aspect_ratio (float) –
set_constraint_aspect_ratio(constrain_aspect_ratio) → None

Set Constraint Aspect Ratio

Parameters:constrain_aspect_ratio (bool) –
set_field_of_view(field_of_view) → None

Set Field Of View

Parameters:field_of_view (float) –
set_ortho_far_clip_plane(ortho_far_clip_plane) → None

Set Ortho Far Clip Plane

Parameters:ortho_far_clip_plane (float) –
set_ortho_near_clip_plane(ortho_near_clip_plane) → None

Set Ortho Near Clip Plane

Parameters:ortho_near_clip_plane (float) –
set_ortho_width(ortho_width) → None

Set Ortho Width

Parameters:ortho_width (float) –
set_post_process_blend_weight(post_process_blend_weight) → None

Set Post Process Blend Weight

Parameters:post_process_blend_weight (float) –
set_projection_mode(projection_mode) → None

Set Projection Mode

Parameters:projection_mode (CameraProjectionMode) –
set_use_field_of_view_for_lod(use_field_of_view_for_lod) → None

Set Use Field Of View for LOD

Parameters:use_field_of_view_for_lod (bool) –
use_field_of_view_for_lod

(bool) – [Read-Write] If true, account for the field of view angle when computing which level of detail to use for meshes.

use_pawn_control_rotation

(bool) – [Read-Write] If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? APawn::GetViewRotation():