unreal.CompositingElementPass

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

Bases: unreal.Object

UCompositingElementPass

C++ Source:

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

Editor Properties: (see get_editor_property/set_editor_property)

  • enabled (bool): [Read-Write] Enabled
  • pass_name (Name): [Read-Write] Pass Name
enabled

(bool) – [Read-Write] Enabled

on_disabled() → None

On Disabled

on_enabled() → None

On Enabled

on_frame_begin(camera_cut_this_frame) → None

On Frame Begin

Parameters:camera_cut_this_frame (bool) –
on_frame_end() → None

On Frame End

pass_name

(Name) – [Read-Only] Pass Name

release_render_target(assigned_target) → bool

, meta = (BlueprintProtected = “true”)

Parameters:assigned_target (TextureRenderTarget2D) –
Returns:
Return type:bool
request_natively_formatted_target(render_scale=1.000000) → TextureRenderTarget2D

, meta = (BlueprintProtected = “true”)

Parameters:render_scale (float) –
Returns:
Return type:TextureRenderTarget2D
request_render_target(dimensions, format) → TextureRenderTarget2D

, meta = (BlueprintProtected = “true”)

Parameters:
Returns:

Return type:

TextureRenderTarget2D

reset() → None

Reset