unreal.DisplayClusterICVFXCameraComponent
¶
- class unreal.DisplayClusterICVFXCameraComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CineCameraComponent
nDisplay in-camera VFX camera representation
C++ Source:
Plugin: nDisplay
Module: DisplayCluster
File: DisplayClusterICVFXCameraComponent.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 parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentall_nodes_color_grading_ref
(DisplayClusterEditorPropertyReference): [Read-Write]all_nodes_ocio_configuration_ref
(DisplayClusterEditorPropertyReference): [Read-Write]aspect_ratio
(float): [Read-Write] Aspect Ratio (Width/Height)aspect_ratio_axis_constraint
(AspectRatioAxisConstraint): [Read-Write] Override for the default aspect ratio axis constraint defined on the local playerasset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.auto_calculate_ortho_planes
(bool): [Read-Write] Automatically determine a min/max Near/Far clip plane position depending on OrthoWidth valueauto_plane_shift
(float): [Read-Write] Manually adjusts the planes of this camera, maintaining the distance between them. Positive moves out to the farplane, negative towards the near planeborder_ref
(DisplayClusterEditorPropertyReference): [Read-Write]buffer_ratio_ref
(DisplayClusterEditorPropertyReference): [Read-Write]camera_depth_of_field_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Exposed reference to the camera’s inner depth of field settingscamera_hide_list_ref
(DisplayClusterEditorPropertyReference): [Read-Write]camera_mesh
(StaticMesh): [Read-Write]camera_mesh_hidden_in_game
(bool): [Read-Write] If the camera mesh is visible in game. Only relevant when running editor builds.camera_motion_blur_ref
(DisplayClusterEditorPropertyReference): [Read-Write]camera_settings
(DisplayClusterConfigurationICVFX_CameraSettings): [Read-Write]can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationchroma_key_enabled_ref
(DisplayClusterEditorPropertyReference): [Read-Write]chromakey_color_ref
(DisplayClusterEditorPropertyReference): [Read-Write]chromakey_markers_ref
(DisplayClusterEditorPropertyReference): [Read-Write]chromakey_render_texture_ref
(DisplayClusterEditorPropertyReference): [Read-Write]chromakey_settings_source_ref
(DisplayClusterEditorPropertyReference): [Read-Write]chromakey_type_ref
(DisplayClusterEditorPropertyReference): [Read-Write]component_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.constrain_aspect_ratio
(bool): [Read-Write] If bConstrainAspectRatio is true, black bars will be added if the destination view has a different aspect ratio than this camera requested.crop_settings
(PlateCropSettings): [Read-Write] Controls the crop settings.current_aperture
(float): [Read-Write] Current aperture, in terms of f-stop (e.g. 2.8 for f/2.8)current_focal_length
(float): [Read-Write] Current focal length of the camera (i.e. controls FoV, zoom)current_focus_distance
(float): [Read-Only] Read-only. Control this value via FocusSettings.current_horizontal_fov
(float): [Read-Only] Read-only. Control this value with CurrentFocalLength (and filmback settings).custom_frame_size_ref
(DisplayClusterEditorPropertyReference): [Read-Write]custom_frustum_ref
(DisplayClusterEditorPropertyReference): [Read-Write]custom_near_clipping_plane
(float): [Read-Write] Set bOverride_CustomNearClippingPlane to true if you want to use a custom clipping plane instead of GNearClippingPlane.detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.draw_frustum_allowed
(bool): [Read-Write] The Frustum visibility flag for draw frustum component initializationeditable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenable_inner_frustu_ocio_ref
(DisplayClusterEditorPropertyReference): [Read-Write]enable_inner_frustum_color_grading
(DisplayClusterEditorPropertyReference): [Read-Write]external_camera_actor_ref
(DisplayClusterEditorPropertyReference): [Read-Write]field_of_view
(float): [Read-Write] The horizontal field of view (in degrees) in perspective mode (ignored in Orthographic mode)If the aspect ratio axis constraint (from ULocalPlayer, ALevelSequenceActor, etc.) is set to maintain vertical FOV, the AspectRatio property will be used to convert this property’s value to a vertical FOV.
filmback
(CameraFilmbackSettings): [Read-Write] Controls the filmback of the camera.focus_settings
(CameraFocusSettings): [Read-Write] Controls the camera’s focus.frustum_offset_ref
(DisplayClusterEditorPropertyReference): [Read-Write]frustum_rotation_ref
(DisplayClusterEditorPropertyReference): [Read-Write]generate_mips_ref
(DisplayClusterEditorPropertyReference): [Read-Write]gpu_index_ref
(DisplayClusterEditorPropertyReference): [Read-Write]hidden_icvfx_viewports_ref
(DisplayClusterEditorPropertyReference): [Read-Write]hidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsis_enabled_ref
(DisplayClusterEditorPropertyReference): [Read-Write]lens_settings
(CameraLensSettings): [Read-Write] Controls the camera’s lens.lock_to_hmd
(bool): [Read-Write] True if the camera’s orientation and position should be locked to the HMDmedia_ref
(DisplayClusterEditorPropertyReference): [Read-Write]mobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.off_center_projection_offset_ref
(DisplayClusterEditorPropertyReference): [Read-Write]on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedortho_far_clip_plane
(float): [Read-Write] The far plane distance of the orthographic view (in world units)ortho_near_clip_plane
(float): [Read-Write] The near plane distance of the orthographic view (in world units)ortho_width
(float): [Read-Write] The desired width (in world units) of the orthographic view (ignored in Perspective mode)override_aspect_ratio_axis_constraint
(bool): [Read-Write] Whether to override the default aspect ratio axis constraint defined on the local playeroverride_custom_near_clipping_plane
(bool): [Read-Write]per_node_color_grading_ref
(DisplayClusterEditorPropertyReference): [Read-Write]per_node_ocio_profiles_ref
(DisplayClusterEditorPropertyReference): [Read-Write]physics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *post_process_blend_weight
(float): [Read-Write] Indicates if PostProcessSettings should be used when using this Camera to view through.post_process_settings
(PostProcessSettings): [Read-Write] Post process settings to use for this camera. Don’t forget to check the properties you want to overrideprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentprojection_mode
(CameraProjectionMode): [Read-Write] The type of camerarelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_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)render_order_ref
(DisplayClusterEditorPropertyReference): [Read-Write]render_target_ratio_ref
(DisplayClusterEditorPropertyReference): [Read-Write]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()should_use_texture_region_ref
(DisplayClusterEditorPropertyReference): [Read-Write]soft_edge_ref
(DisplayClusterEditorPropertyReference): [Read-Write]source_texture_ref
(DisplayClusterEditorPropertyReference): [Read-Write]stereo_gpu_index_ref
(DisplayClusterEditorPropertyReference): [Read-Write]stereo_mode_ref
(DisplayClusterEditorPropertyReference): [Read-Write]texture_region_ref
(DisplayClusterEditorPropertyReference): [Read-Write]texture_replacement_enabled_ref
(DisplayClusterEditorPropertyReference): [Read-Write] Set to True to replace the entire inner frustum with the specified texture.update_ortho_planes
(bool): [Read-Write] Adjusts the near/far planes and the view origin of the current camera automatically to avoid clipping and light artefactinguse_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.use_camera_height_as_view_target
(bool): [Read-Write] If UpdateOrthoPlanes is enabled, this setting will use the cameras current height to compensate the distance to the general view (as a pseudo distance to view target when one isn’t present)use_field_of_view_for_lod
(bool): [Read-Write] If true, account for the field of view angle when computing which level of detail to use for meshes.use_pawn_control_rotation
(bool): [Read-Write] If this camera component is placed on a pawn, should it use the view/control rotation of the pawn where possible? see: APawn::GetViewRotation()visible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- property camera_settings: DisplayClusterConfigurationICVFX_CameraSettings¶
[Read-Write]
- set_depth_of_field_parameters(new_depth_of_field_params) None ¶
Sets new depth of field parameters and updates the dynamically generated compensation LUT if needed
- Parameters:
new_depth_of_field_params (DisplayClusterConfigurationICVFX_CameraDepthOfField) –