unreal.CompositingElement

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

Bases: unreal.ComposurePipelineBaseActor

Compositing Element

C++ Source:

  • Plugin: Composure
  • Module: Composure
  • File: CompositingElement.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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).
  • 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.
  • auto_run (bool): [Read-Write] When set, we’ll call EnqueueRendering() each frame automatically. If left off, it is up to the user to manually call their composure rendering. Toggle this on/off at runtime to enable/disable this pipeline.
  • block_input (bool): [Read-Write] If true, all input on the stack below this actor will not be considered
  • camera_source (SceneCameraLinkType): [Read-Write] *************************// Inputs
  • can_be_damaged (bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. https://www.unrealengine.com/blog/damage-in-ue4: 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
  • compositing_target (ComposureCompositingTargetComponent): [Read-Write] Compositing Target
  • 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.
  • default_input_type (type(Class)): [Read-Write] Default Input Type
  • default_output_type (type(Class)): [Read-Write] Default Output Type
  • default_transform_type (type(Class)): [Read-Write] Default Transform Type
  • enable_auto_lod_generation (bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actor
  • 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 events when spawned as part of level streaming. You might enable this is in the case where a streaming level loads around an actor and you want overlaps to trigger.
  • hidden (bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. SetActorHiddenInGame():
  • 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.
  • inputs (Array(CompositingElementInput)): [Read-Write] *************************// Pipeline Passes // - protected to prevent users from directly modifying these lists (use the accessor functions instead)
  • 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
  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently
  • 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. Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.:
  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. 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. 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_final_pass_rendered_bp (DynamicOnFinalPassRendered): [Read-Write] Called when the final output of this element is rendered
  • 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_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_transform_pass_rendered_bp (DynamicOnTransformPassRendered): [Read-Write] Called when a transform pass on this element is rendered
  • 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.
  • outputs (Array(CompositingElementOutput)): [Read-Write] Outputs
  • pivot_offset (Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor
  • post_process_proxy (ComposurePostProcessingPassProxy): [Read-Write] Post Process Proxy
  • preview_transform (CompositingElementTransform): [Read-Write] Preview Transform
  • preview_transform_source (InheritedSourceType): [Read-Write] Preview Transform Source
  • 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. https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/: 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
  • render_format (TextureRenderTargetFormat): [Read-Write] Render Format
  • render_resolution (IntPoint): [Read-Write] Render Resolution
  • 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. SetReplicates(): https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/:
  • 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 SetReplicates():
  • resolution_source (InheritedSourceType): [Read-Write] *************************// Outputs
  • 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
  • run_in_editor (bool): [Read-Write] With bAutoRun, this will run EnqueueRendering() in editor - enqueuing render calls along with Editor scene rendering.
  • 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).
  • tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.
  • target_camera_actor (CameraActor): [Read-Write] Target Camera Actor
  • transform_passes (Array(CompositingElementTransform)): [Read-Write] Transform Passes
  • use_shared_target_pool (bool): [Read-Write] Use Shared Target Pool
add_new_input_pass(pass_name, input_type) → CompositingElementInput

Add New Input Pass

Parameters:
Returns:

Return type:

CompositingElementInput

add_new_output_pass(pass_name, output_type) → CompositingElementOutput

Add New Output Pass

Parameters:
Returns:

Return type:

CompositingElementOutput

add_new_transform_pass(pass_name, transform_type) → CompositingElementTransform

Add New Transform Pass

Parameters:
Returns:

Return type:

CompositingElementTransform

compositing_target

(ComposureCompositingTargetComponent) – [Read-Only] Compositing Target

find_input_pass(input_type, optional_pass_name="None") -> (CompositingElementInput, pass_result=Texture)

*************************// Pass Management

Parameters:
Returns:

pass_result (Texture):

Return type:

Texture

find_named_render_result(pass_name, search_sub_elements=True) → Texture

Find Named Render Result

Parameters:
  • pass_name (Name) –
  • search_sub_elements (bool) –
Returns:

Return type:

Texture

find_output_pass(output_type, optional_pass_name="None") → CompositingElementOutput

Find Output Pass

Parameters:
Returns:

Return type:

CompositingElementOutput

find_target_camera() → CameraActor

Find Target Camera

Returns:
Return type:CameraActor
find_transform_pass(transform_type, optional_pass_name="None") -> (CompositingElementTransform, pass_result=Texture)

Find Transform Pass

Parameters:
Returns:

pass_result (Texture):

Return type:

Texture

get_comp_element_name() → Name

Get Comp Element Name

Returns:
Return type:Name
get_latest_render_result() → Texture

const;

Returns:
Return type:Texture
inputs

(Array(CompositingElementInput)) – [Read-Only] *************************// Pipeline Passes // - protected to prevent users from directly modifying these lists (use the accessor functions instead)

on_final_pass_rendered_bp

(DynamicOnFinalPassRendered) – [Read-Write] Called when the final output of this element is rendered

on_transform_pass_rendered_bp

(DynamicOnTransformPassRendered) – [Read-Write] Called when a transform pass on this element is rendered

outputs

(Array(CompositingElementOutput)) – [Read-Only] Outputs

post_process_proxy

(ComposurePostProcessingPassProxy) – [Read-Only] Post Process Proxy

register_pass_result(reference_name, pass_result, set_as_latest_render_result=True) → None

Register Pass Result

Parameters:
  • reference_name (Name) –
  • pass_result (Texture) –
  • set_as_latest_render_result (bool) –
release_owned_target(owned_target) → bool

Release Owned Target

Parameters:owned_target (TextureRenderTarget2D) –
Returns:
Return type:bool
render_comp_element(camera_cut_this_frame) → Texture

Render Comp Element

Parameters:camera_cut_this_frame (bool) –
Returns:
Return type:Texture
render_compositing_material(comp_material, render_scale=1.000000, result_lookup_name="None", usage_tag=TargetUsageFlags.USAGE_NONE) -> (Texture, comp_material=CompositingMaterial)

Render Compositing Material

Parameters:
Returns:

comp_material (CompositingMaterial):

Return type:

CompositingMaterial

render_compositing_material_to_target(comp_material, render_target, result_lookup_name="None") -> (TextureRenderTarget2D, comp_material=CompositingMaterial)

Render Compositing Material to Target

Parameters:
Returns:

comp_material (CompositingMaterial):

Return type:

CompositingMaterial

render_format

(TextureRenderTargetFormat) – [Read-Write] Render Format

render_resolution

(IntPoint) – [Read-Only] Render Resolution

request_named_render_target(reference_name, render_percentage=1.000000, usage_tag=TargetUsageFlags.USAGE_NONE) → TextureRenderTarget2D

Request Named Render Target

Parameters:
Returns:

Return type:

TextureRenderTarget2D

set_editor_color_picker_display_image(picker_display_image) → None

EDITOR ONLY - Specifies an intermediate image to display when picking (if left unset, we default to the final output image)

Parameters:picker_display_image (Texture) –
set_editor_color_picking_target(picking_target) → None

EDITOR ONLY - Specifies which intermediate target to pick colors from (if left unset, we default to the display image)

Parameters:picking_target (TextureRenderTarget2D) –
transform_passes

(Array(CompositingElementTransform)) – [Read-Only] Transform Passes