unreal.ComposureCompositingTargetComponent

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

Bases: unreal.ActorComponent

Component intended to replace UComposurePlayerCompositingTarget - a object to bind to a APlayerCameraManager with a UTextureRenderTarget2D to be used as a player’s render target. Made into a component so we can hook into preview rendering in editor.

C++ Source:

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

Editor Properties: (see get_editor_property/set_editor_property)

  • 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.
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds
  • 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
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
get_display_texture() → Texture

Get Display Texture

Returns:
Return type:Texture
set_display_texture(display_texture) → None

Set Display Texture

Parameters:display_texture (Texture) –