unreal.CompositingElementPass

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

Bases: Object

UCompositingElementPass

C++ Source:

  • Plugin: Composure

  • Module: Composure

  • File: CompositingElementPasses.h

Editor Properties: (see get_editor_property/set_editor_property)

  • enabled (bool): [Read-Write]

  • pass_name (Name): [Read-Write]

property enabled: bool

[Read-Write]

Type:

(bool)

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

property pass_name: Name

[Read-Write]

Type:

(Name)

release_render_target(assigned_target) bool

, meta = (BlueprintProtected = “true”)

Parameters:

assigned_target (TextureRenderTarget2D) –

Return type:

bool

request_natively_formatted_target(render_scale=1.000000) TextureRenderTarget2D

, meta = (BlueprintProtected = “true”)

Parameters:

render_scale (float) –

Return type:

TextureRenderTarget2D

request_render_target(dimensions, format) TextureRenderTarget2D

, meta = (BlueprintProtected = “true”)

Parameters:
Return type:

TextureRenderTarget2D

reset() None

Reset