unreal.DepthFieldGlowInfo

class unreal.DepthFieldGlowInfo(enable_glow=False, glow_color=[0.0, 0.0, 0.0, 0.0], glow_outer_radius=[0.0, 0.0], glow_inner_radius=[0.0, 0.0])

Bases: unreal.StructBase

Info for glow when using depth field rendering

C++ Source:

  • Module: Engine
  • File: EngineTypes.h

Editor Properties: (see get_editor_property/set_editor_property)

  • enable_glow (bool): [Read-Write] Whether to turn on the outline glow (depth field fonts only)
  • glow_color (LinearColor): [Read-Write] Base color to use for the glow
  • glow_inner_radius (Vector2D): [Read-Write] If bEnableGlow, outline glow inner radius (0 to 1, 0.5 is edge of character silhouette) glow influence will be 1 at GlowInnerRadius.X and 0 at GlowInnerRadius.Y
  • glow_outer_radius (Vector2D): [Read-Write] If bEnableGlow, outline glow outer radius (0 to 1, 0.5 is edge of character silhouette) glow influence will be 0 at GlowOuterRadius.X and 1 at GlowOuterRadius.Y
enable_glow

(bool) – [Read-Write] Whether to turn on the outline glow (depth field fonts only)

glow_color

(LinearColor) – [Read-Write] Base color to use for the glow

glow_inner_radius

(Vector2D) – [Read-Write] If bEnableGlow, outline glow inner radius (0 to 1, 0.5 is edge of character silhouette) glow influence will be 1 at GlowInnerRadius.X and 0 at GlowInnerRadius.Y

glow_outer_radius

(Vector2D) – [Read-Write] If bEnableGlow, outline glow outer radius (0 to 1, 0.5 is edge of character silhouette) glow influence will be 0 at GlowOuterRadius.X and 1 at GlowOuterRadius.Y