unreal.PostProcessSettings

class unreal.PostProcessSettings(*args: Any, **kwargs: Any)

Bases: StructBase

To be able to use struct PostProcessSettings. // Each property consists of a bool to enable it (by default off), // the variable declaration and further down the default value for it. // The comment should include the meaning and usable range.

C++ Source:

  • Module: Engine

  • File: Scene.h

Editor Properties: (see get_editor_property/set_editor_property)

  • ambient_cubemap (TextureCube): [Read-Write] The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here

  • ambient_cubemap_intensity (float): [Read-Write] To scale the Ambient cubemap brightness >=0: off, 1(default), >1 brighter

  • ambient_cubemap_tint (LinearColor): [Read-Write] AmbientCubemap tint color

  • ambient_occlusion_bias (float): [Read-Write] >0, in unreal units, default (3.0) works well for flat surfaces but can reduce details

  • ambient_occlusion_fade_distance (float): [Read-Write] >0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object)

  • ambient_occlusion_fade_radius (float): [Read-Write] >0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out

  • ambient_occlusion_intensity (float): [Read-Write] 0..1 0=off/no ambient occlusion .. 1=strong ambient occlusion, defines how much it affects the non direct lighting after base pass

  • ambient_occlusion_mip_blend (float): [Read-Write] Affects the blend over the multiple mips (lower resolution versions) , 0:fully use full resolution, 1::fully use low resolution, around 0.6 seems to be a good value

  • ambient_occlusion_mip_scale (float): [Read-Write] Affects the radius AO radius scale over the multiple mips (lower resolution versions)

  • ambient_occlusion_mip_threshold (float): [Read-Write] to tweak the bilateral upsampling when using multiple mips (lower resolution versions)

  • ambient_occlusion_power (float): [Read-Write] >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

  • ambient_occlusion_quality (float): [Read-Write] 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition

  • ambient_occlusion_radius (float): [Read-Write] >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

  • ambient_occlusion_radius_in_ws (bool): [Read-Write] true: AO radius is in world space units, false: AO radius is locked the view space in 400 units

  • ambient_occlusion_static_fraction (float): [Read-Write] 0..1 0=no effect on static lighting .. 1=AO affects the stat lighting, 0 is free meaning no extra rendering pass

  • ambient_occlusion_temporal_blend_weight (float): [Read-Write] How much to blend the current frame with previous frames when using GTAO with temporal accumulation

  • auto_exposure_apply_physical_camera_exposure (bool): [Read-Write] Only affects Manual exposure mode.

  • auto_exposure_bias (float): [Read-Write] Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …

  • auto_exposure_bias_curve (CurveFloat): [Read-Write] Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …

  • auto_exposure_high_percent (float): [Read-Write] The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95

  • auto_exposure_low_percent (float): [Read-Write] The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80

  • auto_exposure_max_brightness (float): [Read-Write] Auto-Exposure maximum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).

  • auto_exposure_meter_mask (Texture): [Read-Write] Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence.

  • auto_exposure_method (AutoExposureMethod): [Read-Write] Luminance computation method

  • auto_exposure_min_brightness (float): [Read-Write] Auto-Exposure minimum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).

  • auto_exposure_speed_down (float): [Read-Write] In F-stops per second, should be >0

  • auto_exposure_speed_up (float): [Read-Write] In F-stops per second, should be >0

  • bloom1_size (float): [Read-Write] Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations

  • bloom1_tint (LinearColor): [Read-Write] Bloom1 tint color

  • bloom2_size (float): [Read-Write] Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

  • bloom2_tint (LinearColor): [Read-Write] Bloom2 tint color

  • bloom3_size (float): [Read-Write] Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

  • bloom3_tint (LinearColor): [Read-Write] Bloom3 tint color

  • bloom4_size (float): [Read-Write] Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

  • bloom4_tint (LinearColor): [Read-Write] Bloom4 tint color

  • bloom5_size (float): [Read-Write] Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

  • bloom5_tint (LinearColor): [Read-Write] Bloom5 tint color

  • bloom6_size (float): [Read-Write] Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

  • bloom6_tint (LinearColor): [Read-Write] Bloom6 tint color

  • bloom_convolution_buffer_scale (float): [Read-Write] Implicit buffer region as a fraction of the screen size to insure the bloom does not wrap across the screen. Larger sizes have perf impact.

  • bloom_convolution_center_uv (Vector2D): [Read-Write] The UV location of the center of the kernel. Should be very close to (.5,.5)

  • bloom_convolution_pre_filter_max (float): [Read-Write] Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

  • bloom_convolution_pre_filter_min (float): [Read-Write] Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

  • bloom_convolution_pre_filter_mult (float): [Read-Write] Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

  • bloom_convolution_scatter_dispersion (float): [Read-Write] Intensity multiplier on the scatter dispersion energy of the kernel. 1.0 means exactly use the same energy as the kernel scatter dispersion.

  • bloom_convolution_size (float): [Read-Write] Relative size of the convolution kernel image compared to the minor axis of the viewport

  • bloom_convolution_texture (Texture2D): [Read-Write] Texture to replace default convolution bloom kernel

  • bloom_dirt_mask (Texture): [Read-Write] Texture that defines the dirt on the camera lens where the light of very bright objects is scattered.

  • bloom_dirt_mask_intensity (float): [Read-Write] BloomDirtMask intensity

  • bloom_dirt_mask_tint (LinearColor): [Read-Write] BloomDirtMask tint color

  • bloom_intensity (float): [Read-Write] Multiplier for all bloom contributions >=0: off, 1(default), >1 brighter

  • bloom_method (BloomMethod): [Read-Write] Bloom algorithm

  • bloom_size_scale (float): [Read-Write] Scale for all bloom sizes

  • bloom_threshold (float): [Read-Write] minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter

  • blue_correction (float): [Read-Write] Correct for artifacts with “electric” blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.

  • camera_iso (float): [Read-Write] The camera sensor sensitivity

  • camera_shutter_speed (float): [Read-Write] The camera shutter in seconds.

  • chromatic_aberration_start_offset (float): [Read-Write] A normalized distance to the center of the framebuffer where the effect takes place.

  • color_contrast (Vector4): [Read-Write]

  • color_contrast_highlights (Vector4): [Read-Write]

  • color_contrast_midtones (Vector4): [Read-Write]

  • color_contrast_shadows (Vector4): [Read-Write]

  • color_correction_highlights_max (float): [Read-Write] Should be set larger than HighlightsMin. Default is 1.0, for backwards compatibility

  • color_correction_highlights_min (float): [Read-Write]

  • color_correction_shadows_max (float): [Read-Write]

  • color_gain (Vector4): [Read-Write]

  • color_gain_highlights (Vector4): [Read-Write]

  • color_gain_midtones (Vector4): [Read-Write]

  • color_gain_shadows (Vector4): [Read-Write]

  • color_gamma (Vector4): [Read-Write]

  • color_gamma_highlights (Vector4): [Read-Write]

  • color_gamma_midtones (Vector4): [Read-Write]

  • color_gamma_shadows (Vector4): [Read-Write]

  • color_grading_intensity (float): [Read-Write] Color grading lookup table intensity. 0 = no intensity, 1=full intensity

  • color_grading_lut (Texture): [Read-Write] Look up table texture to use or none of not used

  • color_offset (Vector4): [Read-Write]

  • color_offset_highlights (Vector4): [Read-Write]

  • color_offset_midtones (Vector4): [Read-Write]

  • color_offset_shadows (Vector4): [Read-Write]

  • color_saturation (Vector4): [Read-Write] Color Correction controls

  • color_saturation_highlights (Vector4): [Read-Write]

  • color_saturation_midtones (Vector4): [Read-Write]

  • color_saturation_shadows (Vector4): [Read-Write]

  • depth_of_field_blade_count (int32): [Read-Write] Defines the number of blades of the diaphragm within the lens (between 4 and 16).

  • depth_of_field_depth_blur_amount (float): [Read-Write] CircleDOF only: Depth blur km for 50%

  • depth_of_field_depth_blur_radius (float): [Read-Write] CircleDOF only: Depth blur radius in pixels at 1920x

  • depth_of_field_far_blur_size (float): [Read-Write] Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

  • depth_of_field_far_transition_region (float): [Read-Write] To define the width of the transition region next to the focal region on the near side (cm)

  • depth_of_field_focal_distance (float): [Read-Write] Distance in which the Depth of Field effect should be sharp, in unreal units (cm)

  • depth_of_field_focal_region (float): [Read-Write] Artificial region where all content is in focus, starting after DepthOfFieldFocalDistance, in unreal units (cm)

  • depth_of_field_fstop (float): [Read-Write] Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effect

  • depth_of_field_min_fstop (float): [Read-Write] Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm. Set it to 0 to get straight blades.

  • depth_of_field_near_blur_size (float): [Read-Write] Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

  • depth_of_field_near_transition_region (float): [Read-Write] To define the width of the transition region next to the focal region on the near side (cm)

  • depth_of_field_occlusion (float): [Read-Write] Occlusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)

  • depth_of_field_scale (float): [Read-Write] SM5: BokehDOF only: To amplify the depth of field effect (like aperture) 0=off

    ES3_1: Used to blend DoF. 0=off

  • depth_of_field_sensor_width (float): [Read-Write] Width of the camera sensor to assume, in mm.

  • depth_of_field_sky_focus_distance (float): [Read-Write] Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performance

  • depth_of_field_squeeze_factor (float): [Read-Write] Width of the camera sensor to assume, in mm.

  • depth_of_field_vignette_size (float): [Read-Write] Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it off

  • dynamic_global_illumination_method (DynamicGlobalIlluminationMethod): [Read-Write] Chooses the Dynamic Global Illumination method. Not compatible with Forward Shading.

  • expand_gamut (float): [Read-Write] Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

  • film_black_clip (float): [Read-Write]

  • film_grain_highlights_max (float): [Read-Write] Should be set larger than HighlightsMin. Default is 1.0, for backwards compatibility

  • film_grain_highlights_min (float): [Read-Write]

  • film_grain_intensity (float): [Read-Write] 0..1 Film grain intensity to apply. LinearSceneColor *= lerp(1.0, DecodedFilmGrainTexture, FilmGrainIntensity)

  • film_grain_intensity_highlights (float): [Read-Write]

  • film_grain_intensity_midtones (float): [Read-Write]

  • film_grain_intensity_shadows (float): [Read-Write]

  • film_grain_shadows_max (float): [Read-Write]

  • film_grain_texel_size (float): [Read-Write] Size of texel of FilmGrainTexture on screen.

  • film_grain_texture (Texture2D): [Read-Write] Defines film grain texture to use.

  • film_shoulder (float): [Read-Write]

  • film_slope (float): [Read-Write]

  • film_toe (float): [Read-Write]

  • film_white_clip (float): [Read-Write]

  • histogram_log_max (float): [Read-Write] Histogram Max value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)

  • histogram_log_min (float): [Read-Write] Histogram Min value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)

  • indirect_lighting_color (LinearColor): [Read-Write] Adjusts indirect lighting color. (1,1,1) is default. (0,0,0) to disable GI. The show flag ‘Global Illumination’ must be enabled to use this property.

  • indirect_lighting_intensity (float): [Read-Write] Scales the indirect lighting contribution. A value of 0 disables GI. Default is 1. The show flag ‘Global Illumination’ must be enabled to use this property.

  • lens_flare_bokeh_shape (Texture): [Read-Write] Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended

  • lens_flare_bokeh_size (float): [Read-Write] Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note: performance cost is radius*radius)

  • lens_flare_intensity (float): [Read-Write] Brightness scale of the image cased lens flares (linear)

  • lens_flare_threshold (float): [Read-Write] Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see)

  • lens_flare_tint (LinearColor): [Read-Write] Tint color for the image based lens flares.

  • lens_flare_tints (LinearColor): [Read-Write] RGB defines the lens flare color, A it’s position. This is a temporary solution.

  • local_exposure_blurred_luminance_blend (float): [Read-Write] Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Blend between bilateral filtered and blurred luminance as the base layer. Blurred luminance helps preserve image appearance and specular highlights, and reduce ringing. Good values are usually in the range 0.4 .. 0.6

  • local_exposure_blurred_luminance_kernel_size_percent (float): [Read-Write] Kernel size (percentage of screen) used to blur frame luminance.

  • local_exposure_detail_strength (float): [Read-Write] Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Value different than 1 will enable local exposure. This value should be set to 1 in most cases.

  • local_exposure_highlight_contrast_scale (float): [Read-Write] Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Contrast of the base layer is reduced based on this value. Value less than 1 will enable local exposure. Good values are usually in the range 0.6 .. 1.0.

  • local_exposure_middle_grey_bias (float): [Read-Write] Logarithmic adjustment for the local exposure middle grey. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …

  • local_exposure_shadow_contrast_scale (float): [Read-Write] Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Contrast of the base layer is reduced based on this value. Value less than 1 will enable local exposure. Good values are usually in the range 0.6 .. 1.0.

  • lumen_diffuse_color_boost (float): [Read-Write] Allows brightening indirect lighting by calculating material diffuse color for indirect lighting as pow(DiffuseColor, 1 / DiffuseColorBoost). Values above 1 (original diffuse color) aren’t physically correct, but they can be useful as an art direction knob to increase the amount of bounced light in the scene. Best to keep below 2 as it also causes reflections to be brighter than the scene.

  • lumen_final_gather_lighting_update_speed (float): [Read-Write] Controls how much Lumen Final Gather is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost and noise.

  • lumen_final_gather_quality (float): [Read-Write] Scales Lumen’s Final Gather quality. Larger scales reduce noise, but greatly increase GPU cost.

  • lumen_front_layer_translucency_reflections (bool): [Read-Write] Whether to use high quality mirror reflections on the front layer of translucent surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections. Increases GPU cost when enabled.

  • lumen_full_skylight_leaking_distance (float): [Read-Write] Controls the distance from a receiving surface where skylight leaking reaches its full intensity. Smaller values make the skylight leaking flatter, while larger values create an Ambient Occlusion effect.

  • lumen_max_reflection_bounces (int32): [Read-Write] Sets the maximum number of recursive reflection bounces. 1 means a single reflection ray (no secondary reflections in mirrors). Currently only supported by Hardware Ray Tracing with Hit Lighting.

  • lumen_max_trace_distance (float): [Read-Write] Controls the maximum distance that Lumen should trace while solving lighting. Values that are too small will cause lighting to leak into large caves, while values that are large will increase GPU cost.

  • lumen_ray_lighting_mode (LumenRayLightingModeOverride): [Read-Write] Controls how Lumen rays are lit when Lumen is using Hardware Ray Tracing. By default, Lumen uses the Surface Cache for best performance, but can be set to ‘Hit Lighting’ for higher quality.

  • lumen_reflection_quality (float): [Read-Write] Scales the Reflection quality. Larger scales reduce noise in reflections, but increase GPU cost.

  • lumen_scene_detail (float): [Read-Write] Controls the size of instances that can be represented in Lumen Scene. Larger values will ensure small objects are represented, but increase GPU cost.

  • lumen_scene_lighting_quality (float): [Read-Write] Scales Lumen Scene’s quality. Larger scales cause Lumen Scene to be calculated with a higher fidelity, which can be visible in reflections, but increase GPU cost.

  • lumen_scene_lighting_update_speed (float): [Read-Write] Controls how much Lumen Scene is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost.

  • lumen_scene_view_distance (float): [Read-Write] Sets the maximum view distance of the scene that Lumen maintains for ray tracing against. Larger values will increase the effective range of sky shadowing and Global Illumination, but increase GPU cost.

  • lumen_skylight_leaking (float): [Read-Write] Controls what fraction of the skylight intensity should be allowed to leak. This can be useful as an art direction knob (non-physically based) to keep indoor areas from going fully black.

  • lumen_surface_cache_resolution (float): [Read-Write] Scale factor for Lumen Surface Cache resolution, for Scene Capture. Smaller values save GPU memory, at a cost in quality. Defaults to 0.5 if not overridden.

  • mobile_hq_gaussian (bool): [Read-Write] Enable HQ Gaussian on high end mobile platforms. (ES3_1)

  • motion_blur_amount (float): [Read-Write] Strength of motion blur, 0:off

  • motion_blur_max (float): [Read-Write] max distortion caused by motion blur, in percent of the screen width, 0:off

  • motion_blur_per_object_size (float): [Read-Write] The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width. smaller numbers cause more draw calls, default: 4%

  • motion_blur_target_fps (int32): [Read-Write] Defines the target FPS for motion blur. Makes motion blur independent of actual frame rate and relative to the specified target FPS instead. Higher target FPS results in shorter frames, which means shorter shutter times and less motion blur. Lower FPS means more motion blur. A value of zero makes the motion blur dependent on the actual frame rate.

  • override_ambient_cubemap_intensity (bool): [Read-Write]

  • override_ambient_cubemap_tint (bool): [Read-Write]

  • override_ambient_occlusion_bias (bool): [Read-Write]

  • override_ambient_occlusion_fade_distance (bool): [Read-Write]

  • override_ambient_occlusion_fade_radius (bool): [Read-Write]

  • override_ambient_occlusion_intensity (bool): [Read-Write]

  • override_ambient_occlusion_mip_blend (bool): [Read-Write]

  • override_ambient_occlusion_mip_scale (bool): [Read-Write]

  • override_ambient_occlusion_mip_threshold (bool): [Read-Write]

  • override_ambient_occlusion_power (bool): [Read-Write]

  • override_ambient_occlusion_quality (bool): [Read-Write]

  • override_ambient_occlusion_radius (bool): [Read-Write]

  • override_ambient_occlusion_radius_in_ws (bool): [Read-Write]

  • override_ambient_occlusion_static_fraction (bool): [Read-Write]

  • override_ambient_occlusion_temporal_blend_weight (bool): [Read-Write]

  • override_auto_exposure_apply_physical_camera_exposure (bool): [Read-Write]

  • override_auto_exposure_bias (bool): [Read-Write]

  • override_auto_exposure_bias_curve (bool): [Read-Write]

  • override_auto_exposure_high_percent (bool): [Read-Write]

  • override_auto_exposure_low_percent (bool): [Read-Write]

  • override_auto_exposure_max_brightness (bool): [Read-Write]

  • override_auto_exposure_meter_mask (bool): [Read-Write]

  • override_auto_exposure_method (bool): [Read-Write]

  • override_auto_exposure_min_brightness (bool): [Read-Write]

  • override_auto_exposure_speed_down (bool): [Read-Write]

  • override_auto_exposure_speed_up (bool): [Read-Write]

  • override_bloom1_size (bool): [Read-Write]

  • override_bloom1_tint (bool): [Read-Write]

  • override_bloom2_size (bool): [Read-Write]

  • override_bloom2_tint (bool): [Read-Write]

  • override_bloom3_size (bool): [Read-Write]

  • override_bloom3_tint (bool): [Read-Write]

  • override_bloom4_size (bool): [Read-Write]

  • override_bloom4_tint (bool): [Read-Write]

  • override_bloom5_size (bool): [Read-Write]

  • override_bloom5_tint (bool): [Read-Write]

  • override_bloom6_size (bool): [Read-Write]

  • override_bloom6_tint (bool): [Read-Write]

  • override_bloom_convolution_buffer_scale (bool): [Read-Write]

  • override_bloom_convolution_center_uv (bool): [Read-Write]

  • override_bloom_convolution_pre_filter_max (bool): [Read-Write]

  • override_bloom_convolution_pre_filter_min (bool): [Read-Write]

  • override_bloom_convolution_pre_filter_mult (bool): [Read-Write]

  • override_bloom_convolution_scatter_dispersion (bool): [Read-Write]

  • override_bloom_convolution_size (bool): [Read-Write]

  • override_bloom_convolution_texture (bool): [Read-Write]

  • override_bloom_dirt_mask (bool): [Read-Write]

  • override_bloom_dirt_mask_intensity (bool): [Read-Write]

  • override_bloom_dirt_mask_tint (bool): [Read-Write]

  • override_bloom_intensity (bool): [Read-Write]

  • override_bloom_method (bool): [Read-Write]

  • override_bloom_size_scale (bool): [Read-Write]

  • override_bloom_threshold (bool): [Read-Write]

  • override_blue_correction (bool): [Read-Write]

  • override_camera_iso (bool): [Read-Write]

  • override_camera_shutter_speed (bool): [Read-Write]

  • override_chromatic_aberration_start_offset (bool): [Read-Write]

  • override_color_contrast (bool): [Read-Write]

  • override_color_contrast_highlights (bool): [Read-Write]

  • override_color_contrast_midtones (bool): [Read-Write]

  • override_color_contrast_shadows (bool): [Read-Write]

  • override_color_correction_highlights_max (bool): [Read-Write]

  • override_color_correction_highlights_min (bool): [Read-Write]

  • override_color_correction_shadows_max (bool): [Read-Write]

  • override_color_gain (bool): [Read-Write]

  • override_color_gain_highlights (bool): [Read-Write]

  • override_color_gain_midtones (bool): [Read-Write]

  • override_color_gain_shadows (bool): [Read-Write]

  • override_color_gamma (bool): [Read-Write]

  • override_color_gamma_highlights (bool): [Read-Write]

  • override_color_gamma_midtones (bool): [Read-Write]

  • override_color_gamma_shadows (bool): [Read-Write]

  • override_color_grading_intensity (bool): [Read-Write]

  • override_color_grading_lut (bool): [Read-Write]

  • override_color_offset (bool): [Read-Write]

  • override_color_offset_highlights (bool): [Read-Write]

  • override_color_offset_midtones (bool): [Read-Write]

  • override_color_offset_shadows (bool): [Read-Write]

  • override_color_saturation (bool): [Read-Write] Color Correction controls

  • override_color_saturation_highlights (bool): [Read-Write]

  • override_color_saturation_midtones (bool): [Read-Write]

  • override_color_saturation_shadows (bool): [Read-Write]

  • override_depth_of_field_blade_count (bool): [Read-Write]

  • override_depth_of_field_depth_blur_amount (bool): [Read-Write]

  • override_depth_of_field_depth_blur_radius (bool): [Read-Write]

  • override_depth_of_field_far_blur_size (bool): [Read-Write]

  • override_depth_of_field_far_transition_region (bool): [Read-Write]

  • override_depth_of_field_focal_distance (bool): [Read-Write]

  • override_depth_of_field_focal_region (bool): [Read-Write]

  • override_depth_of_field_fstop (bool): [Read-Write]

  • override_depth_of_field_min_fstop (bool): [Read-Write]

  • override_depth_of_field_near_blur_size (bool): [Read-Write]

  • override_depth_of_field_near_transition_region (bool): [Read-Write]

  • override_depth_of_field_occlusion (bool): [Read-Write]

  • override_depth_of_field_scale (bool): [Read-Write]

  • override_depth_of_field_sensor_width (bool): [Read-Write]

  • override_depth_of_field_sky_focus_distance (bool): [Read-Write]

  • override_depth_of_field_squeeze_factor (bool): [Read-Write]

  • override_depth_of_field_vignette_size (bool): [Read-Write]

  • override_dynamic_global_illumination_method (bool): [Read-Write]

  • override_expand_gamut (bool): [Read-Write]

  • override_film_black_clip (bool): [Read-Write]

  • override_film_grain_highlights_max (bool): [Read-Write]

  • override_film_grain_highlights_min (bool): [Read-Write]

  • override_film_grain_intensity (bool): [Read-Write]

  • override_film_grain_intensity_highlights (bool): [Read-Write]

  • override_film_grain_intensity_midtones (bool): [Read-Write]

  • override_film_grain_intensity_shadows (bool): [Read-Write]

  • override_film_grain_shadows_max (bool): [Read-Write]

  • override_film_grain_texel_size (bool): [Read-Write]

  • override_film_grain_texture (bool): [Read-Write]

  • override_film_shoulder (bool): [Read-Write]

  • override_film_slope (bool): [Read-Write]

  • override_film_toe (bool): [Read-Write]

  • override_film_white_clip (bool): [Read-Write]

  • override_histogram_log_max (bool): [Read-Write]

  • override_histogram_log_min (bool): [Read-Write]

  • override_indirect_lighting_color (bool): [Read-Write]

  • override_indirect_lighting_intensity (bool): [Read-Write]

  • override_lens_flare_bokeh_shape (bool): [Read-Write]

  • override_lens_flare_bokeh_size (bool): [Read-Write]

  • override_lens_flare_intensity (bool): [Read-Write]

  • override_lens_flare_threshold (bool): [Read-Write]

  • override_lens_flare_tint (bool): [Read-Write]

  • override_lens_flare_tints (bool): [Read-Write]

  • override_local_exposure_blurred_luminance_blend (bool): [Read-Write]

  • override_local_exposure_blurred_luminance_kernel_size_percent (bool): [Read-Write]

  • override_local_exposure_detail_strength (bool): [Read-Write]

  • override_local_exposure_highlight_contrast_scale (bool): [Read-Write]

  • override_local_exposure_middle_grey_bias (bool): [Read-Write]

  • override_local_exposure_shadow_contrast_scale (bool): [Read-Write]

  • override_lumen_diffuse_color_boost (bool): [Read-Write]

  • override_lumen_final_gather_lighting_update_speed (bool): [Read-Write]

  • override_lumen_final_gather_quality (bool): [Read-Write]

  • override_lumen_front_layer_translucency_reflections (bool): [Read-Write]

  • override_lumen_full_skylight_leaking_distance (bool): [Read-Write]

  • override_lumen_max_reflection_bounces (bool): [Read-Write]

  • override_lumen_max_trace_distance (bool): [Read-Write]

  • override_lumen_ray_lighting_mode (bool): [Read-Write]

  • override_lumen_reflection_quality (bool): [Read-Write]

  • override_lumen_scene_detail (bool): [Read-Write]

  • override_lumen_scene_lighting_quality (bool): [Read-Write]

  • override_lumen_scene_lighting_update_speed (bool): [Read-Write]

  • override_lumen_scene_view_distance (bool): [Read-Write]

  • override_lumen_skylight_leaking (bool): [Read-Write]

  • override_lumen_surface_cache_resolution (bool): [Read-Write]

  • override_mobile_hq_gaussian (bool): [Read-Write]

  • override_motion_blur_amount (bool): [Read-Write]

  • override_motion_blur_max (bool): [Read-Write]

  • override_motion_blur_per_object_size (bool): [Read-Write]

  • override_motion_blur_target_fps (bool): [Read-Write]

  • override_path_tracing_enable_denoiser (bool): [Read-Write]

  • override_path_tracing_enable_reference_atmosphere (bool): [Read-Write]

  • override_path_tracing_enable_reference_dof (bool): [Read-Write]

  • override_path_tracing_include_diffuse (bool): [Read-Write]

  • override_path_tracing_include_emissive (bool): [Read-Write]

  • override_path_tracing_include_indirect_diffuse (bool): [Read-Write]

  • override_path_tracing_include_indirect_emissive (bool): [Read-Write]

  • override_path_tracing_include_indirect_specular (bool): [Read-Write]

  • override_path_tracing_include_indirect_volume (bool): [Read-Write]

  • override_path_tracing_include_specular (bool): [Read-Write]

  • override_path_tracing_include_volume (bool): [Read-Write]

  • override_path_tracing_max_bounces (bool): [Read-Write]

  • override_path_tracing_max_path_exposure (bool): [Read-Write]

  • override_path_tracing_samples_per_pixel (bool): [Read-Write]

  • override_ray_tracing_ao (bool): [Read-Write]

  • override_ray_tracing_ao_intensity (bool): [Read-Write]

  • override_ray_tracing_ao_radius (bool): [Read-Write]

  • override_ray_tracing_ao_samples_per_pixel (bool): [Read-Write]

  • override_ray_tracing_gi (bool): [Read-Write]

  • override_ray_tracing_gi_max_bounces (bool): [Read-Write]

  • override_ray_tracing_gi_samples_per_pixel (bool): [Read-Write]

  • override_ray_tracing_reflections_max_bounces (bool): [Read-Write]

  • override_ray_tracing_reflections_max_roughness (bool): [Read-Write]

  • override_ray_tracing_reflections_samples_per_pixel (bool): [Read-Write]

  • override_ray_tracing_reflections_shadows (bool): [Read-Write]

  • override_ray_tracing_reflections_translucency (bool): [Read-Write]

  • override_ray_tracing_translucency_max_roughness (bool): [Read-Write]

  • override_ray_tracing_translucency_refraction (bool): [Read-Write]

  • override_ray_tracing_translucency_refraction_rays (bool): [Read-Write]

  • override_ray_tracing_translucency_samples_per_pixel (bool): [Read-Write]

  • override_ray_tracing_translucency_shadows (bool): [Read-Write]

  • override_reflection_method (bool): [Read-Write]

  • override_scene_color_tint (bool): [Read-Write]

  • override_scene_fringe_intensity (bool): [Read-Write]

  • override_screen_space_reflection_intensity (bool): [Read-Write]

  • override_screen_space_reflection_max_roughness (bool): [Read-Write]

  • override_screen_space_reflection_quality (bool): [Read-Write]

  • override_screen_space_reflection_roughness_scale (bool): [Read-Write]

  • override_sharpen (bool): [Read-Write]

  • override_temperature_type (bool): [Read-Write] first all bOverride_… as they get grouped together into bitfields

  • override_tone_curve_amount (bool): [Read-Write]

  • override_translucency_type (bool): [Read-Write]

  • override_vignette_intensity (bool): [Read-Write]

  • override_white_temp (bool): [Read-Write]

  • override_white_tint (bool): [Read-Write]

  • path_tracing_enable_denoiser (bool): [Read-Write] Run the currently loaded denoiser plugin on the last sample to remove noise from the output. Has no effect if a plug-in is not loaded.

  • path_tracing_enable_reference_atmosphere (bool): [Read-Write] Enables path tracing in the atmosphere instead of baking the sky atmosphere contribution into a skylight. Any skylight present in the scene will be automatically ignored when this is enabled.

  • path_tracing_enable_reference_dof (bool): [Read-Write] Enables a reference quality depth-of-field which replaces the post-process effect.

  • path_tracing_include_diffuse (bool): [Read-Write] Should the render include diffuse lighting contributions?

  • path_tracing_include_emissive (bool): [Read-Write] Should the render include directly visible emissive elements?

  • path_tracing_include_indirect_diffuse (bool): [Read-Write] Should the render include indirect diffuse lighting contributions?

  • path_tracing_include_indirect_emissive (bool): [Read-Write] Should the render include indirectly visible emissive elements?

  • path_tracing_include_indirect_specular (bool): [Read-Write] Should the render include indirect specular lighting contributions?

  • path_tracing_include_indirect_volume (bool): [Read-Write] Should the render include volume lighting contributions?

  • path_tracing_include_specular (bool): [Read-Write] Should the render include specular lighting contributions?

  • path_tracing_include_volume (bool): [Read-Write] Should the render include volume lighting contributions?

  • path_tracing_max_bounces (int32): [Read-Write] Sets the path tracing maximum bounces

  • path_tracing_max_path_exposure (float): [Read-Write] Sets the maximum exposure allowed in the path tracer to reduce fireflies. This should be set a few stops higher than the scene exposure.

  • path_tracing_samples_per_pixel (int32): [Read-Write] Sets the samples per pixel for the path tracer.

  • ray_tracing_ao (bool): [Read-Write] Enables ray tracing ambient occlusion.

  • ray_tracing_ao_intensity (float): [Read-Write] Scalar factor on the ray-tracing ambient occlusion score.

  • ray_tracing_ao_radius (float): [Read-Write] Defines the world-space search radius for occlusion rays.

  • ray_tracing_ao_samples_per_pixel (int32): [Read-Write] Sets the samples per pixel for ray tracing ambient occlusion.

  • ray_tracing_gi_max_bounces (int32): [Read-Write] Sets the ray tracing global illumination maximum bounces.

  • ray_tracing_gi_samples_per_pixel (int32): [Read-Write] Sets the samples per pixel for ray tracing global illumination.

  • ray_tracing_gi_type (RayTracingGlobalIlluminationType): [Read-Write] Sets the ray tracing global illumination type.

  • ray_tracing_reflections_max_bounces (int32): [Read-Write] Sets the maximum number of ray tracing reflection bounces.

  • ray_tracing_reflections_max_roughness (float): [Read-Write] Sets the maximum roughness until which ray tracing reflections will be visible (lower value is faster). Reflection contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.

  • ray_tracing_reflections_samples_per_pixel (int32): [Read-Write] Sets the samples per pixel for ray traced reflections.

  • ray_tracing_reflections_shadows (ReflectedAndRefractedRayTracedShadows): [Read-Write] Sets the reflected shadows type.

  • ray_tracing_reflections_translucency (bool): [Read-Write] Enables ray tracing translucency in reflections.

  • ray_tracing_translucency_max_roughness (float): [Read-Write] Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster). Translucency contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.

  • ray_tracing_translucency_refraction (bool): [Read-Write] Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event).

  • ray_tracing_translucency_refraction_rays (int32): [Read-Write] Sets the maximum number of ray tracing refraction rays.

  • ray_tracing_translucency_samples_per_pixel (int32): [Read-Write] Sets the samples per pixel for ray traced translucency.

  • ray_tracing_translucency_shadows (ReflectedAndRefractedRayTracedShadows): [Read-Write] Sets the translucency shadows type.

  • reflection_method (ReflectionMethod): [Read-Write] Chooses the Reflection method. Not compatible with Forward Shading.

  • scene_color_tint (LinearColor): [Read-Write] Scene tint color

  • scene_fringe_intensity (float): [Read-Write] in percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.

  • screen_space_reflection_intensity (float): [Read-Write] Enable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency

  • screen_space_reflection_max_roughness (float): [Read-Write] Until what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster

  • screen_space_reflection_quality (float): [Read-Write] 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance.

  • sharpen (float): [Read-Write] Controls the strength of image sharpening applied during tonemapping.

  • temperature_type (TemperatureMethod): [Read-Write] Selects the type of temperature calculation. White Balance uses the Temperature value to control the virtual camera’s White Balance. This is the default selection. Color Temperature uses the Temperature value to adjust the color temperature of the scene, which is the inverse of the White Balance operation.

  • tone_curve_amount (float): [Read-Write] Allow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve)

  • translucency_type (TranslucencyType): [Read-Write] Sets the translucency type

  • vignette_intensity (float): [Read-Write] 0..1 0=off/no vignette .. 1=strong vignette

  • weighted_blendables (WeightedBlendables): [Read-Write] Allows custom post process materials to be defined, using a MaterialInstance with the same Material as its parent to allow blending. For materials this needs to be the “PostProcess” domain type. This can be used for any UObject object implementing the IBlendableInterface (e.g. could be used to fade weather settings).

  • white_temp (float): [Read-Write]

  • white_tint (float): [Read-Write]

property ambient_cubemap: TextureCube

[Read-Write] The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here

Type:

(TextureCube)

property ambient_cubemap_intensity: float

[Read-Write] To scale the Ambient cubemap brightness >=0: off, 1(default), >1 brighter

Type:

(float)

property ambient_cubemap_tint: LinearColor

[Read-Write] AmbientCubemap tint color

Type:

(LinearColor)

property ambient_occlusion_bias: float

[Read-Write] >0, in unreal units, default (3.0) works well for flat surfaces but can reduce details

Type:

(float)

property ambient_occlusion_fade_distance: float

[Read-Write] >0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object)

Type:

(float)

property ambient_occlusion_fade_radius: float

[Read-Write] >0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out

Type:

(float)

property ambient_occlusion_intensity: float

[Read-Write] 0..1 0=off/no ambient occlusion .. 1=strong ambient occlusion, defines how much it affects the non direct lighting after base pass

Type:

(float)

property ambient_occlusion_mip_blend: float

fully use full resolution, 1::fully use low resolution, around 0.6 seems to be a good value

Type:

(float)

Type:

[Read-Write] Affects the blend over the multiple mips (lower resolution versions) , 0

property ambient_occlusion_mip_scale: float

[Read-Write] Affects the radius AO radius scale over the multiple mips (lower resolution versions)

Type:

(float)

property ambient_occlusion_mip_threshold: float

[Read-Write] to tweak the bilateral upsampling when using multiple mips (lower resolution versions)

Type:

(float)

property ambient_occlusion_power: float

[Read-Write] >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

Type:

(float)

property ambient_occlusion_quality: float

[Read-Write] 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition

Type:

(float)

property ambient_occlusion_radius: float

[Read-Write] >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion

Type:

(float)

property ambient_occlusion_radius_in_ws: bool

AO radius is in world space units, false: AO radius is locked the view space in 400 units

Type:

(bool)

Type:

[Read-Write] true

property ambient_occlusion_static_fraction: float

[Read-Write] 0..1 0=no effect on static lighting .. 1=AO affects the stat lighting, 0 is free meaning no extra rendering pass

Type:

(float)

property ambient_occlusion_temporal_blend_weight: float

[Read-Write] How much to blend the current frame with previous frames when using GTAO with temporal accumulation

Type:

(float)

property auto_exposure_apply_physical_camera_exposure: bool

[Read-Write] Only affects Manual exposure mode.

Type:

(bool)

property auto_exposure_bias: float

[Read-Write] Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …

Type:

(float)

property auto_exposure_bias_curve: CurveFloat

[Read-Write] Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …

Type:

(CurveFloat)

property auto_exposure_high_percent: float

[Read-Write] The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95

Type:

(float)

property auto_exposure_low_percent: float

[Read-Write] The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80

Type:

(float)

property auto_exposure_max_brightness: float

[Read-Write] Auto-Exposure maximum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).

Type:

(float)

property auto_exposure_meter_mask: Texture

[Read-Write] Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence.

Type:

(Texture)

property auto_exposure_method: AutoExposureMethod

[Read-Write] Luminance computation method

Type:

(AutoExposureMethod)

property auto_exposure_min_brightness: float

[Read-Write] Auto-Exposure minimum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).

Type:

(float)

property auto_exposure_speed_down: float

[Read-Write] In F-stops per second, should be >0

Type:

(float)

property auto_exposure_speed_up: float

[Read-Write] In F-stops per second, should be >0

Type:

(float)

property b_override_exposure_offset: bool

‘b_override_exposure_offset’ was renamed to ‘override_auto_exposure_bias’.

Type:

deprecated

property b_override_eye_adaptation_high_percent: bool

‘b_override_eye_adaptation_high_percent’ was renamed to ‘override_auto_exposure_high_percent’.

Type:

deprecated

property b_override_eye_adaptation_low_percent: bool

‘b_override_eye_adaptation_low_percent’ was renamed to ‘override_auto_exposure_low_percent’.

Type:

deprecated

property b_override_eye_adaptation_max_brightness: bool

‘b_override_eye_adaptation_max_brightness’ was renamed to ‘override_auto_exposure_max_brightness’.

Type:

deprecated

property b_override_eye_adaptation_min_brightness: bool

‘b_override_eye_adaptation_min_brightness’ was renamed to ‘override_auto_exposure_min_brightness’.

Type:

deprecated

property b_override_eye_adaption_speed_down: bool

‘b_override_eye_adaption_speed_down’ was renamed to ‘override_auto_exposure_speed_down’.

Type:

deprecated

property b_override_eye_adaption_speed_up: bool

‘b_override_eye_adaption_speed_up’ was renamed to ‘override_auto_exposure_speed_up’.

Type:

deprecated

property bloom1_size: float

[Read-Write] Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations

Type:

(float)

property bloom1_tint: LinearColor

[Read-Write] Bloom1 tint color

Type:

(LinearColor)

property bloom2_size: float

[Read-Write] Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

Type:

(float)

property bloom2_tint: LinearColor

[Read-Write] Bloom2 tint color

Type:

(LinearColor)

property bloom3_size: float

[Read-Write] Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations

Type:

(float)

property bloom3_tint: LinearColor

[Read-Write] Bloom3 tint color

Type:

(LinearColor)

property bloom4_size: float

[Read-Write] Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

Type:

(float)

property bloom4_tint: LinearColor

[Read-Write] Bloom4 tint color

Type:

(LinearColor)

property bloom5_size: float

[Read-Write] Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

Type:

(float)

property bloom5_tint: LinearColor

[Read-Write] Bloom5 tint color

Type:

(LinearColor)

property bloom6_size: float

[Read-Write] Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations

Type:

(float)

property bloom6_tint: LinearColor

[Read-Write] Bloom6 tint color

Type:

(LinearColor)

property bloom_convolution_buffer_scale: float

[Read-Write] Implicit buffer region as a fraction of the screen size to insure the bloom does not wrap across the screen. Larger sizes have perf impact.

Type:

(float)

property bloom_convolution_center_uv: Vector2D

[Read-Write] The UV location of the center of the kernel. Should be very close to (.5,.5)

Type:

(Vector2D)

property bloom_convolution_pre_filter_max: float

[Read-Write] Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

Type:

(float)

property bloom_convolution_pre_filter_min: float

[Read-Write] Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

Type:

(float)

property bloom_convolution_pre_filter_mult: float

[Read-Write] Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables

Type:

(float)

property bloom_convolution_scatter_dispersion: float

[Read-Write] Intensity multiplier on the scatter dispersion energy of the kernel. 1.0 means exactly use the same energy as the kernel scatter dispersion.

Type:

(float)

property bloom_convolution_size: float

[Read-Write] Relative size of the convolution kernel image compared to the minor axis of the viewport

Type:

(float)

property bloom_convolution_texture: Texture2D

[Read-Write] Texture to replace default convolution bloom kernel

Type:

(Texture2D)

property bloom_dirt_mask: Texture

[Read-Write] Texture that defines the dirt on the camera lens where the light of very bright objects is scattered.

Type:

(Texture)

property bloom_dirt_mask_intensity: float

[Read-Write] BloomDirtMask intensity

Type:

(float)

property bloom_dirt_mask_tint: LinearColor

[Read-Write] BloomDirtMask tint color

Type:

(LinearColor)

property bloom_intensity: float

off, 1(default), >1 brighter

Type:

(float)

Type:

[Read-Write] Multiplier for all bloom contributions >=0

property bloom_method: BloomMethod

[Read-Write] Bloom algorithm

Type:

(BloomMethod)

property bloom_size_scale: float

[Read-Write] Scale for all bloom sizes

Type:

(float)

property bloom_threshold: float

[Read-Write] minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter

Type:

(float)

property blue_correction: float

[Read-Write] Correct for artifacts with “electric” blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.

Type:

(float)

property camera_iso: float

[Read-Write] The camera sensor sensitivity

Type:

(float)

property camera_shutter_speed: float

[Read-Write] The camera shutter in seconds.

Type:

(float)

property chromatic_aberration_start_offset: float

[Read-Write] A normalized distance to the center of the framebuffer where the effect takes place.

Type:

(float)

property color_contrast: Vector4

[Read-Write]

Type:

(Vector4)

property color_contrast_highlights: Vector4

[Read-Write]

Type:

(Vector4)

property color_contrast_midtones: Vector4

[Read-Write]

Type:

(Vector4)

property color_contrast_shadows: Vector4

[Read-Write]

Type:

(Vector4)

property color_correction_highlights_max: float

[Read-Write] Should be set larger than HighlightsMin. Default is 1.0, for backwards compatibility

Type:

(float)

property color_correction_highlights_min: float

[Read-Write]

Type:

(float)

property color_correction_shadows_max: float

[Read-Write]

Type:

(float)

property color_gain: Vector4

[Read-Write]

Type:

(Vector4)

property color_gain_highlights: Vector4

[Read-Write]

Type:

(Vector4)

property color_gain_midtones: Vector4

[Read-Write]

Type:

(Vector4)

property color_gain_shadows: Vector4

[Read-Write]

Type:

(Vector4)

property color_gamma: Vector4

[Read-Write]

Type:

(Vector4)

property color_gamma_highlights: Vector4

[Read-Write]

Type:

(Vector4)

property color_gamma_midtones: Vector4

[Read-Write]

Type:

(Vector4)

property color_gamma_shadows: Vector4

[Read-Write]

Type:

(Vector4)

property color_grading_intensity: float

[Read-Write] Color grading lookup table intensity. 0 = no intensity, 1=full intensity

Type:

(float)

property color_grading_lut: Texture

[Read-Write] Look up table texture to use or none of not used

Type:

(Texture)

property color_offset: Vector4

[Read-Write]

Type:

(Vector4)

property color_offset_highlights: Vector4

[Read-Write]

Type:

(Vector4)

property color_offset_midtones: Vector4

[Read-Write]

Type:

(Vector4)

property color_offset_shadows: Vector4

[Read-Write]

Type:

(Vector4)

property color_saturation: Vector4

[Read-Write] Color Correction controls

Type:

(Vector4)

property color_saturation_highlights: Vector4

[Read-Write]

Type:

(Vector4)

property color_saturation_midtones: Vector4

[Read-Write]

Type:

(Vector4)

property color_saturation_shadows: Vector4

[Read-Write]

Type:

(Vector4)

property depth_of_field_blade_count: int

[Read-Write] Defines the number of blades of the diaphragm within the lens (between 4 and 16).

Type:

(int32)

property depth_of_field_depth_blur_amount: float

Depth blur km for 50%

Type:

(float)

Type:

[Read-Write] CircleDOF only

property depth_of_field_depth_blur_radius: float

Depth blur radius in pixels at 1920x

Type:

(float)

Type:

[Read-Write] CircleDOF only

property depth_of_field_far_blur_size: float

Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

Type:

(float)

Type:

[Read-Write] Gaussian only

property depth_of_field_far_transition_region: float

[Read-Write] To define the width of the transition region next to the focal region on the near side (cm)

Type:

(float)

property depth_of_field_focal_distance: float

[Read-Write] Distance in which the Depth of Field effect should be sharp, in unreal units (cm)

Type:

(float)

property depth_of_field_focal_region: float

[Read-Write] Artificial region where all content is in focus, starting after DepthOfFieldFocalDistance, in unreal units (cm)

Type:

(float)

property depth_of_field_fstop: float

[Read-Write] Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effect

Type:

(float)

property depth_of_field_min_fstop: float

[Read-Write] Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm. Set it to 0 to get straight blades.

Type:

(float)

property depth_of_field_near_blur_size: float

Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)

Type:

(float)

Type:

[Read-Write] Gaussian only

property depth_of_field_near_transition_region: float

[Read-Write] To define the width of the transition region next to the focal region on the near side (cm)

Type:

(float)

property depth_of_field_occlusion: float

[Read-Write] Occlusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)

Type:

(float)

property depth_of_field_scale: float

BokehDOF only: To amplify the depth of field effect (like aperture) 0=off ES3_1: Used to blend DoF. 0=off

Type:

(float)

Type:

[Read-Write] SM5

property depth_of_field_sensor_width: float

[Read-Write] Width of the camera sensor to assume, in mm.

Type:

(float)

property depth_of_field_sky_focus_distance: float

[Read-Write] Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performance

Type:

(float)

property depth_of_field_squeeze_factor: float

[Read-Write] Width of the camera sensor to assume, in mm.

Type:

(float)

property depth_of_field_vignette_size: float

[Read-Write] Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it off

Type:

(float)

property dynamic_global_illumination_method: DynamicGlobalIlluminationMethod

[Read-Write] Chooses the Dynamic Global Illumination method. Not compatible with Forward Shading.

Type:

(DynamicGlobalIlluminationMethod)

property expand_gamut: float

[Read-Write] Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

Type:

(float)

property exposure_offset: float

‘exposure_offset’ was renamed to ‘auto_exposure_bias’.

Type:

deprecated

property eye_adaptation_high_percent: float

‘eye_adaptation_high_percent’ was renamed to ‘auto_exposure_high_percent’.

Type:

deprecated

property eye_adaptation_low_percent: float

‘eye_adaptation_low_percent’ was renamed to ‘auto_exposure_low_percent’.

Type:

deprecated

property eye_adaptation_max_brightness: float

‘eye_adaptation_max_brightness’ was renamed to ‘auto_exposure_max_brightness’.

Type:

deprecated

property eye_adaptation_min_brightness: float

‘eye_adaptation_min_brightness’ was renamed to ‘auto_exposure_min_brightness’.

Type:

deprecated

property eye_adaption_speed_down: float

‘eye_adaption_speed_down’ was renamed to ‘auto_exposure_speed_down’.

Type:

deprecated

property eye_adaption_speed_up: float

‘eye_adaption_speed_up’ was renamed to ‘auto_exposure_speed_up’.

Type:

deprecated

property film_black_clip: float

[Read-Write]

Type:

(float)

property film_grain_highlights_max: float

[Read-Write] Should be set larger than HighlightsMin. Default is 1.0, for backwards compatibility

Type:

(float)

property film_grain_highlights_min: float

[Read-Write]

Type:

(float)

property film_grain_intensity: float

[Read-Write] 0..1 Film grain intensity to apply. LinearSceneColor *= lerp(1.0, DecodedFilmGrainTexture, FilmGrainIntensity)

Type:

(float)

property film_grain_intensity_highlights: float

[Read-Write]

Type:

(float)

property film_grain_intensity_midtones: float

[Read-Write]

Type:

(float)

property film_grain_intensity_shadows: float

[Read-Write]

Type:

(float)

property film_grain_shadows_max: float

[Read-Write]

Type:

(float)

property film_grain_texel_size: float

[Read-Write] Size of texel of FilmGrainTexture on screen.

Type:

(float)

property film_grain_texture: Texture2D

[Read-Write] Defines film grain texture to use.

Type:

(Texture2D)

property film_shoulder: float

[Read-Write]

Type:

(float)

property film_slope: float

[Read-Write]

Type:

(float)

property film_toe: float

[Read-Write]

Type:

(float)

property film_white_clip: float

[Read-Write]

Type:

(float)

property histogram_log_max: float

[Read-Write] Histogram Max value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)

Type:

(float)

property histogram_log_min: float

[Read-Write] Histogram Min value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)

Type:

(float)

property indirect_lighting_color: LinearColor

[Read-Write] Adjusts indirect lighting color. (1,1,1) is default. (0,0,0) to disable GI. The show flag ‘Global Illumination’ must be enabled to use this property.

Type:

(LinearColor)

property indirect_lighting_intensity: float

[Read-Write] Scales the indirect lighting contribution. A value of 0 disables GI. Default is 1. The show flag ‘Global Illumination’ must be enabled to use this property.

Type:

(float)

property lens_flare_bokeh_shape: Texture

[Read-Write] Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended

Type:

(Texture)

property lens_flare_bokeh_size: float

performance cost is radius*radius)

Type:

(float)

Type:

[Read-Write] Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note

property lens_flare_intensity: float

[Read-Write] Brightness scale of the image cased lens flares (linear)

Type:

(float)

property lens_flare_threshold: float

[Read-Write] Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see)

Type:

(float)

property lens_flare_tint: LinearColor

[Read-Write] Tint color for the image based lens flares.

Type:

(LinearColor)

property local_exposure_blurred_luminance_blend: float

[Read-Write] Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Blend between bilateral filtered and blurred luminance as the base layer. Blurred luminance helps preserve image appearance and specular highlights, and reduce ringing. Good values are usually in the range 0.4 .. 0.6

Type:

(float)

property local_exposure_blurred_luminance_kernel_size_percent: float

[Read-Write] Kernel size (percentage of screen) used to blur frame luminance.

Type:

(float)

property local_exposure_detail_strength: float

[Read-Write] Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Value different than 1 will enable local exposure. This value should be set to 1 in most cases.

Type:

(float)

property local_exposure_highlight_contrast_scale: float

[Read-Write] Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Contrast of the base layer is reduced based on this value. Value less than 1 will enable local exposure. Good values are usually in the range 0.6 .. 1.0.

Type:

(float)

property local_exposure_middle_grey_bias: float

[Read-Write] Logarithmic adjustment for the local exposure middle grey. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …

Type:

(float)

property local_exposure_shadow_contrast_scale: float

[Read-Write] Local Exposure decomposes luminance of the frame into a base layer and a detail layer. Contrast of the base layer is reduced based on this value. Value less than 1 will enable local exposure. Good values are usually in the range 0.6 .. 1.0.

Type:

(float)

property lumen_diffuse_color_boost: float

[Read-Write] Allows brightening indirect lighting by calculating material diffuse color for indirect lighting as pow(DiffuseColor, 1 / DiffuseColorBoost). Values above 1 (original diffuse color) aren’t physically correct, but they can be useful as an art direction knob to increase the amount of bounced light in the scene. Best to keep below 2 as it also causes reflections to be brighter than the scene.

Type:

(float)

property lumen_final_gather_lighting_update_speed: float

[Read-Write] Controls how much Lumen Final Gather is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost and noise.

Type:

(float)

property lumen_final_gather_quality: float

[Read-Write] Scales Lumen’s Final Gather quality. Larger scales reduce noise, but greatly increase GPU cost.

Type:

(float)

property lumen_front_layer_translucency_reflections: bool

[Read-Write] Whether to use high quality mirror reflections on the front layer of translucent surfaces. Other layers will use the lower quality Radiance Cache method that can only produce glossy reflections. Increases GPU cost when enabled.

Type:

(bool)

property lumen_full_skylight_leaking_distance: float

[Read-Write] Controls the distance from a receiving surface where skylight leaking reaches its full intensity. Smaller values make the skylight leaking flatter, while larger values create an Ambient Occlusion effect.

Type:

(float)

property lumen_max_reflection_bounces: int

[Read-Write] Sets the maximum number of recursive reflection bounces. 1 means a single reflection ray (no secondary reflections in mirrors). Currently only supported by Hardware Ray Tracing with Hit Lighting.

Type:

(int32)

property lumen_max_trace_distance: float

[Read-Write] Controls the maximum distance that Lumen should trace while solving lighting. Values that are too small will cause lighting to leak into large caves, while values that are large will increase GPU cost.

Type:

(float)

property lumen_ray_lighting_mode: LumenRayLightingModeOverride

[Read-Write] Controls how Lumen rays are lit when Lumen is using Hardware Ray Tracing. By default, Lumen uses the Surface Cache for best performance, but can be set to ‘Hit Lighting’ for higher quality.

Type:

(LumenRayLightingModeOverride)

property lumen_reflection_quality: float

[Read-Write] Scales the Reflection quality. Larger scales reduce noise in reflections, but increase GPU cost.

Type:

(float)

property lumen_scene_detail: float

[Read-Write] Controls the size of instances that can be represented in Lumen Scene. Larger values will ensure small objects are represented, but increase GPU cost.

Type:

(float)

property lumen_scene_lighting_quality: float

[Read-Write] Scales Lumen Scene’s quality. Larger scales cause Lumen Scene to be calculated with a higher fidelity, which can be visible in reflections, but increase GPU cost.

Type:

(float)

property lumen_scene_lighting_update_speed: float

[Read-Write] Controls how much Lumen Scene is allowed to cache lighting results to improve performance. Larger scales cause lighting changes to propagate faster, but increase GPU cost.

Type:

(float)

property lumen_scene_view_distance: float

[Read-Write] Sets the maximum view distance of the scene that Lumen maintains for ray tracing against. Larger values will increase the effective range of sky shadowing and Global Illumination, but increase GPU cost.

Type:

(float)

property lumen_skylight_leaking: float

[Read-Write] Controls what fraction of the skylight intensity should be allowed to leak. This can be useful as an art direction knob (non-physically based) to keep indoor areas from going fully black.

Type:

(float)

property lumen_surface_cache_resolution: float

[Read-Write] Scale factor for Lumen Surface Cache resolution, for Scene Capture. Smaller values save GPU memory, at a cost in quality. Defaults to 0.5 if not overridden.

Type:

(float)

property mobile_hq_gaussian: bool

[Read-Write] Enable HQ Gaussian on high end mobile platforms. (ES3_1)

Type:

(bool)

property motion_blur_amount: float

off

Type:

(float)

Type:

[Read-Write] Strength of motion blur, 0

property motion_blur_max: float

off

Type:

(float)

Type:

[Read-Write] max distortion caused by motion blur, in percent of the screen width, 0

property motion_blur_per_object_size: float

4%

Type:

(float)

Type:

[Read-Write] The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width. smaller numbers cause more draw calls, default

property motion_blur_target_fps: int

[Read-Write] Defines the target FPS for motion blur. Makes motion blur independent of actual frame rate and relative to the specified target FPS instead. Higher target FPS results in shorter frames, which means shorter shutter times and less motion blur. Lower FPS means more motion blur. A value of zero makes the motion blur dependent on the actual frame rate.

Type:

(int32)

property override_ambient_cubemap_intensity: bool

[Read-Write]

Type:

(bool)

property override_ambient_cubemap_tint: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_bias: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_fade_distance: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_fade_radius: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_intensity: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_mip_blend: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_mip_scale: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_mip_threshold: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_power: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_quality: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_radius: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_radius_in_ws: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_static_fraction: bool

[Read-Write]

Type:

(bool)

property override_ambient_occlusion_temporal_blend_weight: bool

[Read-Write]

Type:

(bool)

property override_auto_exposure_apply_physical_camera_exposure: bool

[Read-Write]

Type:

(bool)

property override_auto_exposure_bias: bool

[Read-Write]

Type:

(bool)

property override_auto_exposure_bias_curve: bool

[Read-Write]

Type:

(bool)

property override_auto_exposure_high_percent: bool

[Read-Write]

Type:

(bool)

property override_auto_exposure_low_percent: bool

[Read-Write]

Type:

(bool)

property override_auto_exposure_max_brightness: bool

[Read-Write]

Type:

(bool)

property override_auto_exposure_meter_mask: bool

[Read-Write]

Type:

(bool)

property override_auto_exposure_method: bool

[Read-Write]

Type:

(bool)

property override_auto_exposure_min_brightness: bool

[Read-Write]

Type:

(bool)

property override_auto_exposure_speed_down: bool

[Read-Write]

Type:

(bool)

property override_auto_exposure_speed_up: bool

[Read-Write]

Type:

(bool)

property override_bloom1_size: bool

[Read-Write]

Type:

(bool)

property override_bloom1_tint: bool

[Read-Write]

Type:

(bool)

property override_bloom2_size: bool

[Read-Write]

Type:

(bool)

property override_bloom2_tint: bool

[Read-Write]

Type:

(bool)

property override_bloom3_size: bool

[Read-Write]

Type:

(bool)

property override_bloom3_tint: bool

[Read-Write]

Type:

(bool)

property override_bloom4_size: bool

[Read-Write]

Type:

(bool)

property override_bloom4_tint: bool

[Read-Write]

Type:

(bool)

property override_bloom5_size: bool

[Read-Write]

Type:

(bool)

property override_bloom5_tint: bool

[Read-Write]

Type:

(bool)

property override_bloom6_size: bool

[Read-Write]

Type:

(bool)

property override_bloom6_tint: bool

[Read-Write]

Type:

(bool)

property override_bloom_convolution_buffer_scale: bool

[Read-Write]

Type:

(bool)

property override_bloom_convolution_center_uv: bool

[Read-Write]

Type:

(bool)

property override_bloom_convolution_pre_filter_max: bool

[Read-Write]

Type:

(bool)

property override_bloom_convolution_pre_filter_min: bool

[Read-Write]

Type:

(bool)

property override_bloom_convolution_pre_filter_mult: bool

[Read-Write]

Type:

(bool)

property override_bloom_convolution_scatter_dispersion: bool

[Read-Write]

Type:

(bool)

property override_bloom_convolution_size: bool

[Read-Write]

Type:

(bool)

property override_bloom_convolution_texture: bool

[Read-Write]

Type:

(bool)

property override_bloom_dirt_mask: bool

[Read-Write]

Type:

(bool)

property override_bloom_dirt_mask_intensity: bool

[Read-Write]

Type:

(bool)

property override_bloom_dirt_mask_tint: bool

[Read-Write]

Type:

(bool)

property override_bloom_intensity: bool

[Read-Write]

Type:

(bool)

property override_bloom_method: bool

[Read-Write]

Type:

(bool)

property override_bloom_size_scale: bool

[Read-Write]

Type:

(bool)

property override_bloom_threshold: bool

[Read-Write]

Type:

(bool)

property override_blue_correction: bool

[Read-Write]

Type:

(bool)

property override_camera_iso: bool

[Read-Write]

Type:

(bool)

property override_camera_shutter_speed: bool

[Read-Write]

Type:

(bool)

property override_chromatic_aberration_start_offset: bool

[Read-Write]

Type:

(bool)

property override_color_contrast: bool

[Read-Write]

Type:

(bool)

property override_color_contrast_highlights: bool

[Read-Write]

Type:

(bool)

property override_color_contrast_midtones: bool

[Read-Write]

Type:

(bool)

property override_color_contrast_shadows: bool

[Read-Write]

Type:

(bool)

property override_color_correction_highlights_max: bool

[Read-Write]

Type:

(bool)

property override_color_correction_highlights_min: bool

[Read-Write]

Type:

(bool)

property override_color_correction_shadows_max: bool

[Read-Write]

Type:

(bool)

property override_color_gain: bool

[Read-Write]

Type:

(bool)

property override_color_gain_highlights: bool

[Read-Write]

Type:

(bool)

property override_color_gain_midtones: bool

[Read-Write]

Type:

(bool)

property override_color_gain_shadows: bool

[Read-Write]

Type:

(bool)

property override_color_gamma: bool

[Read-Write]

Type:

(bool)

property override_color_gamma_highlights: bool

[Read-Write]

Type:

(bool)

property override_color_gamma_midtones: bool

[Read-Write]

Type:

(bool)

property override_color_gamma_shadows: bool

[Read-Write]

Type:

(bool)

property override_color_grading_intensity: bool

[Read-Write]

Type:

(bool)

property override_color_grading_lut: bool

[Read-Write]

Type:

(bool)

property override_color_offset: bool

[Read-Write]

Type:

(bool)

property override_color_offset_highlights: bool

[Read-Write]

Type:

(bool)

property override_color_offset_midtones: bool

[Read-Write]

Type:

(bool)

property override_color_offset_shadows: bool

[Read-Write]

Type:

(bool)

property override_color_saturation: bool

[Read-Write] Color Correction controls

Type:

(bool)

property override_color_saturation_highlights: bool

[Read-Write]

Type:

(bool)

property override_color_saturation_midtones: bool

[Read-Write]

Type:

(bool)

property override_color_saturation_shadows: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_blade_count: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_depth_blur_amount: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_depth_blur_radius: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_far_blur_size: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_far_transition_region: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_focal_distance: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_focal_region: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_fstop: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_min_fstop: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_near_blur_size: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_near_transition_region: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_occlusion: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_scale: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_sensor_width: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_sky_focus_distance: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_squeeze_factor: bool

[Read-Write]

Type:

(bool)

property override_depth_of_field_vignette_size: bool

[Read-Write]

Type:

(bool)

property override_dynamic_global_illumination_method: bool

[Read-Write]

Type:

(bool)

property override_expand_gamut: bool

[Read-Write]

Type:

(bool)

property override_film_black_clip: bool

[Read-Write]

Type:

(bool)

property override_film_grain_highlights_max: bool

[Read-Write]

Type:

(bool)

property override_film_grain_highlights_min: bool

[Read-Write]

Type:

(bool)

property override_film_grain_intensity: bool

[Read-Write]

Type:

(bool)

property override_film_grain_intensity_highlights: bool

[Read-Write]

Type:

(bool)

property override_film_grain_intensity_midtones: bool

[Read-Write]

Type:

(bool)

property override_film_grain_intensity_shadows: bool

[Read-Write]

Type:

(bool)

property override_film_grain_shadows_max: bool

[Read-Write]

Type:

(bool)

property override_film_grain_texel_size: bool

[Read-Write]

Type:

(bool)

property override_film_grain_texture: bool

[Read-Write]

Type:

(bool)

property override_film_shoulder: bool

[Read-Write]

Type:

(bool)

property override_film_slope: bool

[Read-Write]

Type:

(bool)

property override_film_toe: bool

[Read-Write]

Type:

(bool)

property override_film_white_clip: bool

[Read-Write]

Type:

(bool)

property override_histogram_log_max: bool

[Read-Write]

Type:

(bool)

property override_histogram_log_min: bool

[Read-Write]

Type:

(bool)

property override_indirect_lighting_color: bool

[Read-Write]

Type:

(bool)

property override_indirect_lighting_intensity: bool

[Read-Write]

Type:

(bool)

property override_lens_flare_bokeh_shape: bool

[Read-Write]

Type:

(bool)

property override_lens_flare_bokeh_size: bool

[Read-Write]

Type:

(bool)

property override_lens_flare_intensity: bool

[Read-Write]

Type:

(bool)

property override_lens_flare_threshold: bool

[Read-Write]

Type:

(bool)

property override_lens_flare_tint: bool

[Read-Write]

Type:

(bool)

property override_lens_flare_tints: bool

[Read-Write]

Type:

(bool)

property override_local_exposure_blurred_luminance_blend: bool

[Read-Write]

Type:

(bool)

property override_local_exposure_blurred_luminance_kernel_size_percent: bool

[Read-Write]

Type:

(bool)

property override_local_exposure_detail_strength: bool

[Read-Write]

Type:

(bool)

property override_local_exposure_highlight_contrast_scale: bool

[Read-Write]

Type:

(bool)

property override_local_exposure_middle_grey_bias: bool

[Read-Write]

Type:

(bool)

property override_local_exposure_shadow_contrast_scale: bool

[Read-Write]

Type:

(bool)

property override_lumen_diffuse_color_boost: bool

[Read-Write]

Type:

(bool)

property override_lumen_final_gather_lighting_update_speed: bool

[Read-Write]

Type:

(bool)

property override_lumen_final_gather_quality: bool

[Read-Write]

Type:

(bool)

property override_lumen_front_layer_translucency_reflections: bool

[Read-Write]

Type:

(bool)

property override_lumen_full_skylight_leaking_distance: bool

[Read-Write]

Type:

(bool)

property override_lumen_max_reflection_bounces: bool

[Read-Write]

Type:

(bool)

property override_lumen_max_trace_distance: bool

[Read-Write]

Type:

(bool)

property override_lumen_ray_lighting_mode: bool

[Read-Write]

Type:

(bool)

property override_lumen_reflection_quality: bool

[Read-Write]

Type:

(bool)

property override_lumen_scene_detail: bool

[Read-Write]

Type:

(bool)

property override_lumen_scene_lighting_quality: bool

[Read-Write]

Type:

(bool)

property override_lumen_scene_lighting_update_speed: bool

[Read-Write]

Type:

(bool)

property override_lumen_scene_view_distance: bool

[Read-Write]

Type:

(bool)

property override_lumen_skylight_leaking: bool

[Read-Write]

Type:

(bool)

property override_lumen_surface_cache_resolution: bool

[Read-Write]

Type:

(bool)

property override_mobile_hq_gaussian: bool

[Read-Write]

Type:

(bool)

property override_motion_blur_amount: bool

[Read-Write]

Type:

(bool)

property override_motion_blur_max: bool

[Read-Write]

Type:

(bool)

property override_motion_blur_per_object_size: bool

[Read-Write]

Type:

(bool)

property override_motion_blur_target_fps: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_enable_denoiser: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_enable_reference_atmosphere: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_enable_reference_dof: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_include_diffuse: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_include_emissive: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_include_indirect_diffuse: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_include_indirect_emissive: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_include_indirect_specular: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_include_indirect_volume: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_include_specular: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_include_volume: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_max_bounces: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_max_path_exposure: bool

[Read-Write]

Type:

(bool)

property override_path_tracing_samples_per_pixel: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_ao: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_ao_intensity: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_ao_radius: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_ao_samples_per_pixel: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_gi: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_gi_max_bounces: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_gi_samples_per_pixel: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_reflections_max_bounces: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_reflections_max_roughness: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_reflections_samples_per_pixel: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_reflections_shadows: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_reflections_translucency: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_translucency_max_roughness: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_translucency_refraction: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_translucency_refraction_rays: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_translucency_samples_per_pixel: bool

[Read-Write]

Type:

(bool)

property override_ray_tracing_translucency_shadows: bool

[Read-Write]

Type:

(bool)

property override_reflection_method: bool

[Read-Write]

Type:

(bool)

property override_scene_color_tint: bool

[Read-Write]

Type:

(bool)

property override_scene_fringe_intensity: bool

[Read-Write]

Type:

(bool)

property override_screen_space_reflection_intensity: bool

[Read-Write]

Type:

(bool)

property override_screen_space_reflection_max_roughness: bool

[Read-Write]

Type:

(bool)

property override_screen_space_reflection_quality: bool

[Read-Write]

Type:

(bool)

property override_screen_space_reflection_roughness_scale: bool

[Read-Write]

Type:

(bool)

property override_sharpen: bool

[Read-Write]

Type:

(bool)

property override_temperature_type: bool

[Read-Write] first all bOverride_… as they get grouped together into bitfields

Type:

(bool)

property override_tone_curve_amount: bool

[Read-Write]

Type:

(bool)

property override_translucency_type: bool

[Read-Write]

Type:

(bool)

property override_vignette_intensity: bool

[Read-Write]

Type:

(bool)

property override_white_temp: bool

[Read-Write]

Type:

(bool)

property override_white_tint: bool

[Read-Write]

Type:

(bool)

property path_tracing_enable_denoiser: bool

[Read-Write] Run the currently loaded denoiser plugin on the last sample to remove noise from the output. Has no effect if a plug-in is not loaded.

Type:

(bool)

property path_tracing_enable_reference_atmosphere: bool

[Read-Write] Enables path tracing in the atmosphere instead of baking the sky atmosphere contribution into a skylight. Any skylight present in the scene will be automatically ignored when this is enabled.

Type:

(bool)

property path_tracing_enable_reference_dof: bool

[Read-Write] Enables a reference quality depth-of-field which replaces the post-process effect.

Type:

(bool)

property path_tracing_include_diffuse: bool

[Read-Write] Should the render include diffuse lighting contributions?

Type:

(bool)

property path_tracing_include_emissive: bool

[Read-Write] Should the render include directly visible emissive elements?

Type:

(bool)

property path_tracing_include_indirect_diffuse: bool

[Read-Write] Should the render include indirect diffuse lighting contributions?

Type:

(bool)

property path_tracing_include_indirect_emissive: bool

[Read-Write] Should the render include indirectly visible emissive elements?

Type:

(bool)

property path_tracing_include_indirect_specular: bool

[Read-Write] Should the render include indirect specular lighting contributions?

Type:

(bool)

property path_tracing_include_indirect_volume: bool

[Read-Write] Should the render include volume lighting contributions?

Type:

(bool)

property path_tracing_include_specular: bool

[Read-Write] Should the render include specular lighting contributions?

Type:

(bool)

property path_tracing_include_volume: bool

[Read-Write] Should the render include volume lighting contributions?

Type:

(bool)

property path_tracing_max_bounces: int

[Read-Write] Sets the path tracing maximum bounces

Type:

(int32)

property path_tracing_max_path_exposure: float

[Read-Write] Sets the maximum exposure allowed in the path tracer to reduce fireflies. This should be set a few stops higher than the scene exposure.

Type:

(float)

property path_tracing_samples_per_pixel: int

[Read-Write] Sets the samples per pixel for the path tracer.

Type:

(int32)

property ray_tracing_ao: bool

[Read-Write] Enables ray tracing ambient occlusion.

Type:

(bool)

property ray_tracing_ao_intensity: float

[Read-Write] Scalar factor on the ray-tracing ambient occlusion score.

Type:

(float)

property ray_tracing_ao_radius: float

[Read-Write] Defines the world-space search radius for occlusion rays.

Type:

(float)

property ray_tracing_ao_samples_per_pixel: int

[Read-Write] Sets the samples per pixel for ray tracing ambient occlusion.

Type:

(int32)

property ray_tracing_gi_max_bounces: int

[Read-Write] Sets the ray tracing global illumination maximum bounces.

Type:

(int32)

property ray_tracing_gi_samples_per_pixel: int

[Read-Write] Sets the samples per pixel for ray tracing global illumination.

Type:

(int32)

property ray_tracing_gi_type: RayTracingGlobalIlluminationType

[Read-Write] Sets the ray tracing global illumination type.

Type:

(RayTracingGlobalIlluminationType)

property ray_tracing_reflections_max_bounces: int

[Read-Write] Sets the maximum number of ray tracing reflection bounces.

Type:

(int32)

property ray_tracing_reflections_max_roughness: float

[Read-Write] Sets the maximum roughness until which ray tracing reflections will be visible (lower value is faster). Reflection contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.

Type:

(float)

property ray_tracing_reflections_samples_per_pixel: int

[Read-Write] Sets the samples per pixel for ray traced reflections.

Type:

(int32)

property ray_tracing_reflections_shadows: ReflectedAndRefractedRayTracedShadows

[Read-Write] Sets the reflected shadows type.

Type:

(ReflectedAndRefractedRayTracedShadows)

property ray_tracing_reflections_translucency: bool

[Read-Write] Enables ray tracing translucency in reflections.

Type:

(bool)

property ray_tracing_translucency_max_roughness: float

[Read-Write] Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster). Translucency contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.

Type:

(float)

property ray_tracing_translucency_refraction: bool

[Read-Write] Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event).

Type:

(bool)

property ray_tracing_translucency_refraction_rays: int

[Read-Write] Sets the maximum number of ray tracing refraction rays.

Type:

(int32)

property ray_tracing_translucency_samples_per_pixel: int

[Read-Write] Sets the samples per pixel for ray traced translucency.

Type:

(int32)

property ray_tracing_translucency_shadows: ReflectedAndRefractedRayTracedShadows

[Read-Write] Sets the translucency shadows type.

Type:

(ReflectedAndRefractedRayTracedShadows)

property reflection_method: ReflectionMethod

[Read-Write] Chooses the Reflection method. Not compatible with Forward Shading.

Type:

(ReflectionMethod)

property scene_color_tint: LinearColor

[Read-Write] Scene tint color

Type:

(LinearColor)

property scene_fringe_intensity: float

[Read-Write] in percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.

Type:

(float)

property screen_space_reflection_intensity: float

[Read-Write] Enable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency

Type:

(float)

property screen_space_reflection_max_roughness: float

[Read-Write] Until what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster

Type:

(float)

property screen_space_reflection_quality: float

[Read-Write] 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance.

Type:

(float)

property sharpen: float

[Read-Write] Controls the strength of image sharpening applied during tonemapping.

Type:

(float)

property temperature_type: TemperatureMethod

[Read-Write] Selects the type of temperature calculation. White Balance uses the Temperature value to control the virtual camera’s White Balance. This is the default selection. Color Temperature uses the Temperature value to adjust the color temperature of the scene, which is the inverse of the White Balance operation.

Type:

(TemperatureMethod)

property tone_curve_amount: float

[Read-Write] Allow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve)

Type:

(float)

property translucency_type: TranslucencyType

[Read-Write] Sets the translucency type

Type:

(TranslucencyType)

property vignette_intensity: float

[Read-Write] 0..1 0=off/no vignette .. 1=strong vignette

Type:

(float)

property weighted_blendables: WeightedBlendables

[Read-Write] Allows custom post process materials to be defined, using a MaterialInstance with the same Material as its parent to allow blending. For materials this needs to be the “PostProcess” domain type. This can be used for any UObject object implementing the IBlendableInterface (e.g. could be used to fade weather settings).

Type:

(WeightedBlendables)

property white_temp: float

[Read-Write]

Type:

(float)

property white_tint: float

[Read-Write]

Type:

(float)