unreal.ComposureLibrary

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

Bases: BlueprintFunctionLibrary

Composure Blueprint Library

C++ Source:

  • Plugin: Composure

  • Module: Composure

  • File: ComposureBlueprintLibrary.h

classmethod attach_composure_element(parent_name, child_name) bool

Attach one composure element as the child to another composure element in the scene.

Parameters:
  • parent_name (Name) – The name of the parent composure element.

  • child_name (Name) – The name of the child composure element.

Returns:

bool Whether the attaching process is successful or not.

Return type:

bool

classmethod copy_camera_settings_to_scene_capture(src_camera, dst_capture_component, original_focal_length, overscan_factor=1.000000) None

Copy Camera Settings to Scene Capture

Parameters:
classmethod create_composure_element(element_name, class_type, level_context=None) CompositingElement

Create a new Composure in the level without any parenting relationship.

Parameters:
  • element_name (Name) – The name for the newly created composure element

  • class_type (type(Class)) – The type for the new composure element

  • level_context (Actor) – The level context of current level. Default value is nullptr.

Returns:

CompositingElement The created composure element.

Return type:

CompositingElement

classmethod create_player_compositing_target(world_context_object) ComposurePlayerCompositingTarget

Creates a Player Compositing Target which you can modify during gameplay.

Parameters:

world_context_object (Object) –

Return type:

ComposurePlayerCompositingTarget

classmethod delete_composure_element_and_children(element_to_delete) None

Delete a specific composure element without evoking prompt window. Will delete all of its children as well.

Parameters:

element_to_delete (Name) – The name of the composure element that we want to delete.

classmethod get_composure_element(element_name) CompositingElement

Get a specific composure element

Parameters:

element_name (Name) – The name of the composure element that we want to get.

Returns:

CompositingElement The composure element found. It can be nullptr if there is no composure element matches the input name.

Return type:

CompositingElement

classmethod get_cropping_uv_transformation_matrix_from_post_move_settings(post_move_settings, aspect_ratio) -> (croping_uv_transformation_matrix=Matrix, uncroping_uv_transformation_matrix=Matrix)

Returns UV transformation matrix and its inversed to crop.

Parameters:
Returns:

croping_uv_transformation_matrix (Matrix):

uncroping_uv_transformation_matrix (Matrix):

Return type:

tuple

classmethod get_player_display_gamma(player_camera_manager) float

Returns display gamma of a given player camera manager, or 0 if no scene viewport attached.

Parameters:

player_camera_manager (PlayerCameraManager) –

Returns:

display_gamma (float):

Return type:

float

classmethod get_projection_matrix_from_post_move_settings(post_move_settings, horizontal_fov_angle, aspect_ratio) Matrix

Returns a non-centered projection matrix.

Parameters:
  • post_move_settings (ComposurePostMoveSettings) –

  • horizontal_fov_angle (float) – The desired horizontal FOV in degrees.

  • aspect_ratio (float) – The desired aspect ratio.

Returns:

projection_matrix (Matrix):

Return type:

Matrix

classmethod get_red_green_uv_factors_from_chromatic_aberration(chromatic_aberration_amount) Vector2D

Returns the red and green channel factors from percentage of chromatic aberration.

Parameters:

chromatic_aberration_amount (float) –

Returns:

red_green_uv_factors (Vector2D):

Return type:

Vector2D

classmethod invert_uv_displacement_map_encoding_parameters(in_) Vector2D

Converts displacement encoding parameters to decoding parameters. Can also be used to convert displacement decoding parameters to encoding parameters.

Parameters:

in (Vector2D) –

Returns:

out (Vector2D):

Return type:

Vector2D

classmethod is_composure_element_drawing(comp_element) bool

Determines if the specified element is being rendered by the hidden compositing viewport.

Parameters:

comp_element (CompositingElement) – The element actor you’re querying for

Returns:

True if the game-thread is in the middle of queuing the specified element.

Return type:

bool

classmethod refresh_composure_element_list() None

Re-queries the scene for element actors and rebuilds the authoritative list used by the editor.

classmethod rename_composure_element(original_element_name, new_element_name) bool

Rename a specific composure element

Parameters:
  • original_element_name (Name) – The name of the composure element that we want to rename.

  • new_element_name (Name) – The new name for the composure element.

Returns:

bool Whether the renaming operation is successful or not.

Return type:

bool

classmethod request_redraw_composure_viewport() None

Request redrawing the compositing editor viewport if it is valid. If it is invalid, this function will create a new view port client.

classmethod set_uv_map_settings_to_material_parameters(uv_map_settings, material) None

Sets parameters of a material that uses Composure’s MF_UVMap_SampleLocation material function.

Parameters: