unreal.PPMChainGraph

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

Bases: Object

Post Process Material Chain Graph defines a collection of Post Process Material of passes that are executed one after another. Individual passes can write into Scene Color or Temporary render target, but at the end of chain graph the combined result is always written into Scene Color.

C++ Source:

  • Plugin: PostProcessMaterialChainGraph

  • Module: PPMChainGraph

  • File: PPMChainGraph.h

Editor Properties: (see get_editor_property/set_editor_property)

  • external_textures (Map[str, Texture2D]): [Read-Write] External textures and rendertargets that can be mapped to Scene Texture Inputs.

  • passes (Array[PPMChainGraphPostProcessPass]): [Read-Write] Post Process Material Passes. Each pass can write into the Scene Color or into a temporary render target that can be referenced in subsequent passes. At the end of all passes the result is always written into Scene Color.

  • point_of_execution (PPMChainGraphExecutionLocation): [Read-Write] Identifies at which point of post processing this graph is going to be executed. These are different to the setting in Post Process Material.

property external_textures: None

[Read-Write] External textures and rendertargets that can be mapped to Scene Texture Inputs.

Type:

(Map[str, Texture2D])

property passes: None

[Read-Write] Post Process Material Passes. Each pass can write into the Scene Color or into a temporary render target that can be referenced in subsequent passes. At the end of all passes the result is always written into Scene Color.

Type:

(Array[PPMChainGraphPostProcessPass])

property point_of_execution: PPMChainGraphExecutionLocation

[Read-Write] Identifies at which point of post processing this graph is going to be executed. These are different to the setting in Post Process Material.

Type:

(PPMChainGraphExecutionLocation)