unreal.DisplayClusterCameraComponent

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

Bases: SceneComponent

3D point in space used to render nDisplay viewports from

C++ Source:

  • Plugin: nDisplay

  • Module: DisplayCluster

  • File: DisplayClusterCameraComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • 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.

  • base_gizmo_scale (Vector): [Read-Write] Base gizmo scale

  • 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.

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • enable_gizmo (bool): [Read-Write] Gizmo visibility

  • gizmo_scale_multiplier (float): [Read-Write] Gizmo scale multiplier

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • interpupillary_distance (float): [Read-Write]

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • 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

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • stereo_offset (DisplayClusterEyeStereoOffset): [Read-Write]

  • swap_eyes (bool): [Read-Write]

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

get_interpupillary_distance() float

Get interpupillary distance

Returns:

Interpupillary distance

Return type:

float

get_stereo_offset() DisplayClusterEyeStereoOffset

Get stereo offset type

Returns:

Current forced stereo offset type

Return type:

DisplayClusterEyeStereoOffset

get_swap_eyes() bool

Get swap eyes state

Returns:

Eyes swap state. False - normal eyes left|right, true - swapped eyes right|left

Return type:

bool

set_interpupillary_distance(distance) None

Set interpupillary distance

Parameters:

distance (float) – New interpupillary distance

set_stereo_offset(stereo_offset) None

Set stereo offset type

Parameters:

stereo_offset (DisplayClusterEyeStereoOffset) –

set_swap_eyes(swap_eyes) None

Set swap eyes state

Parameters:

swap_eyes (bool) – New eyes swap state. False - normal eyes left|right, true - swapped eyes right|left

toggle_swap_eyes() bool

Toggles eyes swap state

Returns:

New eyes swap state. False - normal eyes left|right, true - swapped eyes right|left

Return type:

bool