unreal.PostProcessSettings

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

Bases: unreal.StructBase

Post Process Settings

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
  • 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_calibration_constant (float): [Read-Write] Calibration constant for 18% albedo.
  • 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_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] >0
  • auto_exposure_speed_up (float): [Read-Write] >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_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
  • color_contrast_highlights (Vector4): [Read-Write] Color Contrast Highlights
  • color_contrast_midtones (Vector4): [Read-Write] Color Contrast Midtones
  • color_contrast_shadows (Vector4): [Read-Write] Color Contrast Shadows
  • color_correction_highlights_min (float): [Read-Write] Color Correction Highlights Min
  • color_correction_shadows_max (float): [Read-Write] Color Correction Shadows Max
  • color_gain (Vector4): [Read-Write] Color Gain
  • color_gain_highlights (Vector4): [Read-Write] Color Gain Highlights
  • color_gain_midtones (Vector4): [Read-Write] Color Gain Midtones
  • color_gain_shadows (Vector4): [Read-Write] Color Gain Shadows
  • color_gamma (Vector4): [Read-Write] Color Gamma
  • color_gamma_highlights (Vector4): [Read-Write] Color Gamma Highlights
  • color_gamma_midtones (Vector4): [Read-Write] Color Gamma Midtones
  • color_gamma_shadows (Vector4): [Read-Write] Color Gamma Shadows
  • 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
  • color_offset_highlights (Vector4): [Read-Write] Color Offset Highlights
  • color_offset_midtones (Vector4): [Read-Write] Color Offset Midtones
  • color_offset_shadows (Vector4): [Read-Write] Color Offset Shadows
  • color_saturation (Vector4): [Read-Write] Color Correction controls
  • color_saturation_highlights (Vector4): [Read-Write] Color Saturation Highlights
  • color_saturation_midtones (Vector4): [Read-Write] Color Saturation Midtones
  • color_saturation_shadows (Vector4): [Read-Write] Color Saturation Shadows
  • 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_bokeh_shape (Texture): [Read-Write] Depth Of Field Bokeh Shape
  • depth_of_field_color_threshold (float): [Read-Write] Depth Of Field Color Threshold
  • 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_max_bokeh_size (float): [Read-Write] Depth Of Field Max Bokeh Size
  • depth_of_field_method (DepthOfFieldMethod): [Read-Write] Depth Of Field Method
  • 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
    ES2: 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_size_threshold (float): [Read-Write] Depth Of Field Size Threshold
  • 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_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
  • 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 Black Clip
  • film_channel_mixer_blue (LinearColor): [Read-Write] Film Channel Mixer Blue
  • film_channel_mixer_green (LinearColor): [Read-Write] Film Channel Mixer Green
  • film_channel_mixer_red (LinearColor): [Read-Write] Film Channel Mixer Red
  • film_contrast (float): [Read-Write] Film Contrast
  • film_dynamic_range (float): [Read-Write] Film Dynamic Range
  • film_heal_amount (float): [Read-Write] Film Heal Amount
  • film_saturation (float): [Read-Write] Film Saturation
  • film_shadow_tint (LinearColor): [Read-Write] Film Shadow Tint
  • film_shadow_tint_amount (float): [Read-Write] Film Shadow Tint Amount
  • film_shadow_tint_blend (float): [Read-Write] Film Shadow Tint Blend
  • film_shoulder (float): [Read-Write] Film Shoulder
  • film_slope (float): [Read-Write] Film Slope
  • film_toe (float): [Read-Write] Film Toe
  • film_toe_amount (float): [Read-Write] Film Toe Amount
  • film_white_clip (float): [Read-Write] Film White Clip
  • film_white_point (LinearColor): [Read-Write] Film White Point
  • grain_intensity (float): [Read-Write] 0..1 grain intensity
  • grain_jitter (float): [Read-Write] 0..1 grain jitter
  • 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.
  • lpv_diffuse_occlusion_exponent (float): [Read-Write] Diffuse occlusion exponent - increase for more contrast. 1 to 2 is recommended
  • lpv_diffuse_occlusion_intensity (float): [Read-Write] Diffuse occlusion intensity - higher values provide increased diffuse occlusion.
  • lpv_directional_occlusion_fade_range (float): [Read-Write] LPV Directional Occlusion Fade range - increase to fade more gradually towards the LPV edges.
  • lpv_directional_occlusion_intensity (float): [Read-Write] Controls the amount of directional occlusion. Requires LPV. Values very close to 1.0 are recommended
  • lpv_directional_occlusion_radius (float): [Read-Write] Occlusion Radius - 16 is recommended for most scenes
  • lpv_emissive_injection_intensity (float): [Read-Write] LPVEmissive Injection Intensity
  • lpv_fade_range (float): [Read-Write] LPV Fade range - increase to fade more gradually towards the LPV edges.
  • lpv_geometry_volume_bias (float): [Read-Write] Bias applied to the geometry volume in cell units. Increase to reduce darkening due to secondary occlusion
  • lpv_intensity (float): [Read-Write] How strong the dynamic GI from the LPV should be. 0.0 is off, 1.0 is the “normal” value, but higher values can be used to boost the effect
  • lpv_secondary_bounce_intensity (float): [Read-Write] Secondary bounce light strength (bounce light shadows). Set to 0 to disable
  • lpv_secondary_occlusion_intensity (float): [Read-Write] Secondary occlusion strength (bounce light shadows). Set to 0 to disable
  • lpv_size (float): [Read-Write] The size of the LPV volume, in Unreal units
  • lpv_specular_occlusion_exponent (float): [Read-Write] Specular occlusion exponent - increase for more contrast. 6 to 9 is recommended
  • lpv_specular_occlusion_intensity (float): [Read-Write] Specular occlusion intensity - higher values provide increased specular occlusion.
  • lpv_vpl_injection_bias (float): [Read-Write] Bias applied to light injected into the LPV in cell units. Increase to reduce bleeding through thin walls
  • 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, should be renamed to intensity
  • 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%
  • override_ambient_cubemap_intensity (bool): [Read-Write] Override Ambient Cubemap Intensity
  • override_ambient_cubemap_tint (bool): [Read-Write] Override Ambient Cubemap Tint
  • override_ambient_occlusion_bias (bool): [Read-Write] Override Ambient Occlusion Bias
  • override_ambient_occlusion_fade_distance (bool): [Read-Write] Override Ambient Occlusion Fade Distance
  • override_ambient_occlusion_fade_radius (bool): [Read-Write] Override Ambient Occlusion Fade Radius
  • override_ambient_occlusion_intensity (bool): [Read-Write] Override Ambient Occlusion Intensity
  • override_ambient_occlusion_mip_blend (bool): [Read-Write] Override Ambient Occlusion Mip Blend
  • override_ambient_occlusion_mip_scale (bool): [Read-Write] Override Ambient Occlusion Mip Scale
  • override_ambient_occlusion_mip_threshold (bool): [Read-Write] Override Ambient Occlusion Mip Threshold
  • override_ambient_occlusion_power (bool): [Read-Write] Override Ambient Occlusion Power
  • override_ambient_occlusion_quality (bool): [Read-Write] Override Ambient Occlusion Quality
  • override_ambient_occlusion_radius (bool): [Read-Write] Override Ambient Occlusion Radius
  • override_ambient_occlusion_radius_in_ws (bool): [Read-Write] Override Ambient Occlusion Radius in WS
  • override_ambient_occlusion_static_fraction (bool): [Read-Write] Override Ambient Occlusion Static Fraction
  • override_auto_exposure_bias (bool): [Read-Write] Override Auto Exposure Bias
  • override_auto_exposure_bias_curve (bool): [Read-Write] Override Auto Exposure Bias Curve
  • override_auto_exposure_calibration_constant (bool): [Read-Write] Override Auto Exposure Calibration Constant
  • override_auto_exposure_high_percent (bool): [Read-Write] Override Auto Exposure High Percent
  • override_auto_exposure_low_percent (bool): [Read-Write] Override Auto Exposure Low Percent
  • override_auto_exposure_max_brightness (bool): [Read-Write] Override Auto Exposure Max Brightness
  • override_auto_exposure_method (bool): [Read-Write] Override Auto Exposure Method
  • override_auto_exposure_min_brightness (bool): [Read-Write] Override Auto Exposure Min Brightness
  • override_auto_exposure_speed_down (bool): [Read-Write] Override Auto Exposure Speed Down
  • override_auto_exposure_speed_up (bool): [Read-Write] Override Auto Exposure Speed Up
  • override_bloom1_size (bool): [Read-Write] Override Bloom 1Size
  • override_bloom1_tint (bool): [Read-Write] Override Bloom 1Tint
  • override_bloom2_size (bool): [Read-Write] Override Bloom 2Size
  • override_bloom2_tint (bool): [Read-Write] Override Bloom 2Tint
  • override_bloom3_size (bool): [Read-Write] Override Bloom 3Size
  • override_bloom3_tint (bool): [Read-Write] Override Bloom 3Tint
  • override_bloom4_size (bool): [Read-Write] Override Bloom 4Size
  • override_bloom4_tint (bool): [Read-Write] Override Bloom 4Tint
  • override_bloom5_size (bool): [Read-Write] Override Bloom 5Size
  • override_bloom5_tint (bool): [Read-Write] Override Bloom 5Tint
  • override_bloom6_size (bool): [Read-Write] Override Bloom 6Size
  • override_bloom6_tint (bool): [Read-Write] Override Bloom 6Tint
  • override_bloom_convolution_buffer_scale (bool): [Read-Write] Override Bloom Convolution Buffer Scale
  • override_bloom_convolution_center_uv (bool): [Read-Write] Override Bloom Convolution Center UV
  • override_bloom_convolution_pre_filter_max (bool): [Read-Write] Override Bloom Convolution Pre Filter Max
  • override_bloom_convolution_pre_filter_min (bool): [Read-Write] Override Bloom Convolution Pre Filter Min
  • override_bloom_convolution_pre_filter_mult (bool): [Read-Write] Override Bloom Convolution Pre Filter Mult
  • override_bloom_convolution_size (bool): [Read-Write] Override Bloom Convolution Size
  • override_bloom_convolution_texture (bool): [Read-Write] Override Bloom Convolution Texture
  • override_bloom_dirt_mask (bool): [Read-Write] Override Bloom Dirt Mask
  • override_bloom_dirt_mask_intensity (bool): [Read-Write] Override Bloom Dirt Mask Intensity
  • override_bloom_dirt_mask_tint (bool): [Read-Write] Override Bloom Dirt Mask Tint
  • override_bloom_intensity (bool): [Read-Write] Override Bloom Intensity
  • override_bloom_method (bool): [Read-Write] Override Bloom Method
  • override_bloom_size_scale (bool): [Read-Write] Override Bloom Size Scale
  • override_bloom_threshold (bool): [Read-Write] Override Bloom Threshold
  • override_blue_correction (bool): [Read-Write] Override Blue Correction
  • override_camera_iso (bool): [Read-Write] Override Camera ISO
  • override_camera_shutter_speed (bool): [Read-Write] Override Camera Shutter Speed
  • override_chromatic_aberration_start_offset (bool): [Read-Write] Override Chromatic Aberration Start Offset
  • override_color_contrast (bool): [Read-Write] Override Color Contrast
  • override_color_contrast_highlights (bool): [Read-Write] Override Color Contrast Highlights
  • override_color_contrast_midtones (bool): [Read-Write] Override Color Contrast Midtones
  • override_color_contrast_shadows (bool): [Read-Write] Override Color Contrast Shadows
  • override_color_correction_highlights_min (bool): [Read-Write] Override Color Correction Highlights Min
  • override_color_correction_shadows_max (bool): [Read-Write] Override Color Correction Shadows Max
  • override_color_gain (bool): [Read-Write] Override Color Gain
  • override_color_gain_highlights (bool): [Read-Write] Override Color Gain Highlights
  • override_color_gain_midtones (bool): [Read-Write] Override Color Gain Midtones
  • override_color_gain_shadows (bool): [Read-Write] Override Color Gain Shadows
  • override_color_gamma (bool): [Read-Write] Override Color Gamma
  • override_color_gamma_highlights (bool): [Read-Write] Override Color Gamma Highlights
  • override_color_gamma_midtones (bool): [Read-Write] Override Color Gamma Midtones
  • override_color_gamma_shadows (bool): [Read-Write] Override Color Gamma Shadows
  • override_color_grading_intensity (bool): [Read-Write] Override Color Grading Intensity
  • override_color_grading_lut (bool): [Read-Write] Override Color Grading LUT
  • override_color_offset (bool): [Read-Write] Override Color Offset
  • override_color_offset_highlights (bool): [Read-Write] Override Color Offset Highlights
  • override_color_offset_midtones (bool): [Read-Write] Override Color Offset Midtones
  • override_color_offset_shadows (bool): [Read-Write] Override Color Offset Shadows
  • override_color_saturation (bool): [Read-Write] Color Correction controls
  • override_color_saturation_highlights (bool): [Read-Write] Override Color Saturation Highlights
  • override_color_saturation_midtones (bool): [Read-Write] Override Color Saturation Midtones
  • override_color_saturation_shadows (bool): [Read-Write] Override Color Saturation Shadows
  • override_depth_of_field_blade_count (bool): [Read-Write] Override Depth Of Field Blade Count
  • override_depth_of_field_bokeh_shape (bool): [Read-Write] Override Depth Of Field Bokeh Shape
  • override_depth_of_field_color_threshold (bool): [Read-Write] Override Depth Of Field Color Threshold
  • override_depth_of_field_depth_blur_amount (bool): [Read-Write] Override Depth Of Field Depth Blur Amount
  • override_depth_of_field_depth_blur_radius (bool): [Read-Write] Override Depth Of Field Depth Blur Radius
  • override_depth_of_field_far_blur_size (bool): [Read-Write] Override Depth Of Field Far Blur Size
  • override_depth_of_field_far_transition_region (bool): [Read-Write] Override Depth Of Field Far Transition Region
  • override_depth_of_field_focal_distance (bool): [Read-Write] Override Depth Of Field Focal Distance
  • override_depth_of_field_focal_region (bool): [Read-Write] Override Depth Of Field Focal Region
  • override_depth_of_field_fstop (bool): [Read-Write] Override Depth Of Field Fstop
  • override_depth_of_field_max_bokeh_size (bool): [Read-Write] Override Depth Of Field Max Bokeh Size
  • override_depth_of_field_method (bool): [Read-Write] Override Depth Of Field Method
  • override_depth_of_field_min_fstop (bool): [Read-Write] Override Depth Of Field Min Fstop
  • override_depth_of_field_near_blur_size (bool): [Read-Write] Override Depth Of Field Near Blur Size
  • override_depth_of_field_near_transition_region (bool): [Read-Write] Override Depth Of Field Near Transition Region
  • override_depth_of_field_occlusion (bool): [Read-Write] Override Depth Of Field Occlusion
  • override_depth_of_field_scale (bool): [Read-Write] Override Depth Of Field Scale
  • override_depth_of_field_sensor_width (bool): [Read-Write] Override Depth Of Field Sensor Width
  • override_depth_of_field_size_threshold (bool): [Read-Write] Override Depth Of Field Size Threshold
  • override_depth_of_field_sky_focus_distance (bool): [Read-Write] Override Depth Of Field Sky Focus Distance
  • override_depth_of_field_vignette_size (bool): [Read-Write] Override Depth Of Field Vignette Size
  • override_expand_gamut (bool): [Read-Write] Override Expand Gamut
  • override_film_black_clip (bool): [Read-Write] Override Film Black Clip
  • override_film_channel_mixer_blue (bool): [Read-Write] Override Film Channel Mixer Blue
  • override_film_channel_mixer_green (bool): [Read-Write] Override Film Channel Mixer Green
  • override_film_channel_mixer_red (bool): [Read-Write] Override Film Channel Mixer Red
  • override_film_contrast (bool): [Read-Write] Override Film Contrast
  • override_film_dynamic_range (bool): [Read-Write] Override Film Dynamic Range
  • override_film_heal_amount (bool): [Read-Write] Override Film Heal Amount
  • override_film_saturation (bool): [Read-Write] Override Film Saturation
  • override_film_shadow_tint (bool): [Read-Write] Override Film Shadow Tint
  • override_film_shadow_tint_amount (bool): [Read-Write] Override Film Shadow Tint Amount
  • override_film_shadow_tint_blend (bool): [Read-Write] Override Film Shadow Tint Blend
  • override_film_shoulder (bool): [Read-Write] Override Film Shoulder
  • override_film_slope (bool): [Read-Write] Override Film Slope
  • override_film_toe (bool): [Read-Write] Override Film Toe
  • override_film_toe_amount (bool): [Read-Write] Override Film Toe Amount
  • override_film_white_clip (bool): [Read-Write] Override Film White Clip
  • override_film_white_point (bool): [Read-Write] Override Film White Point
  • override_grain_intensity (bool): [Read-Write] Override Grain Intensity
  • override_grain_jitter (bool): [Read-Write] Override Grain Jitter
  • override_histogram_log_max (bool): [Read-Write] Override Histogram Log Max
  • override_histogram_log_min (bool): [Read-Write] Override Histogram Log Min
  • override_indirect_lighting_color (bool): [Read-Write] Override Indirect Lighting Color
  • override_indirect_lighting_intensity (bool): [Read-Write] Override Indirect Lighting Intensity
  • override_lens_flare_bokeh_shape (bool): [Read-Write] Override Lens Flare Bokeh Shape
  • override_lens_flare_bokeh_size (bool): [Read-Write] Override Lens Flare Bokeh Size
  • override_lens_flare_intensity (bool): [Read-Write] Override Lens Flare Intensity
  • override_lens_flare_threshold (bool): [Read-Write] Override Lens Flare Threshold
  • override_lens_flare_tint (bool): [Read-Write] Override Lens Flare Tint
  • override_lens_flare_tints (bool): [Read-Write] Override Lens Flare Tints
  • override_lpv_diffuse_occlusion_exponent (bool): [Read-Write] Override LPVDiffuse Occlusion Exponent
  • override_lpv_diffuse_occlusion_intensity (bool): [Read-Write] Override LPVDiffuse Occlusion Intensity
  • override_lpv_directional_occlusion_fade_range (bool): [Read-Write] Override LPVDirectional Occlusion Fade Range
  • override_lpv_directional_occlusion_intensity (bool): [Read-Write] Override LPVDirectional Occlusion Intensity
  • override_lpv_directional_occlusion_radius (bool): [Read-Write] Override LPVDirectional Occlusion Radius
  • override_lpv_emissive_injection_intensity (bool): [Read-Write] Override LPVEmissive Injection Intensity
  • override_lpv_fade_range (bool): [Read-Write] Override LPVFade Range
  • override_lpv_geometry_volume_bias (bool): [Read-Write] Override LPVGeometry Volume Bias
  • override_lpv_intensity (bool): [Read-Write] Override LPVIntensity
  • override_lpv_secondary_bounce_intensity (bool): [Read-Write] Override LPVSecondary Bounce Intensity
  • override_lpv_secondary_occlusion_intensity (bool): [Read-Write] Override LPVSecondary Occlusion Intensity
  • override_lpv_size (bool): [Read-Write] Override LPVSize
  • override_lpv_specular_occlusion_exponent (bool): [Read-Write] Override LPVSpecular Occlusion Exponent
  • override_lpv_specular_occlusion_intensity (bool): [Read-Write] Override LPVSpecular Occlusion Intensity
  • override_lpv_vpl_injection_bias (bool): [Read-Write] Override LPVVpl Injection Bias
  • override_mobile_hq_gaussian (bool): [Read-Write] Override Mobile HQGaussian
  • override_motion_blur_amount (bool): [Read-Write] Override Motion Blur Amount
  • override_motion_blur_max (bool): [Read-Write] Override Motion Blur Max
  • override_motion_blur_per_object_size (bool): [Read-Write] Override Motion Blur Per Object Size
  • override_path_tracing_max_bounces (bool): [Read-Write] Override Path Tracing Max Bounces
  • override_path_tracing_samples_per_pixel (bool): [Read-Write] Override Path Tracing Samples Per Pixel
  • override_ray_tracing_ao_samples_per_pixel (bool): [Read-Write] Override Ray Tracing AOSamples Per Pixel
  • override_ray_tracing_gi_max_bounces (bool): [Read-Write] Override Ray Tracing GIMax Bounces
  • override_ray_tracing_gi_samples_per_pixel (bool): [Read-Write] Override Ray Tracing GISamples Per Pixel
  • override_ray_tracing_reflections_max_bounces (bool): [Read-Write] Override Ray Tracing Reflections Max Bounces
  • override_ray_tracing_reflections_max_roughness (bool): [Read-Write] Override Ray Tracing Reflections Max Roughness
  • override_ray_tracing_reflections_samples_per_pixel (bool): [Read-Write] Override Ray Tracing Reflections Samples Per Pixel
  • override_ray_tracing_reflections_shadows (bool): [Read-Write] Override Ray Tracing Reflections Shadows
  • override_ray_tracing_translucency_max_roughness (bool): [Read-Write] Override Ray Tracing Translucency Max Roughness
  • override_ray_tracing_translucency_refraction (bool): [Read-Write] Override Ray Tracing Translucency Refraction
  • override_ray_tracing_translucency_refraction_rays (bool): [Read-Write] Override Ray Tracing Translucency Refraction Rays
  • override_ray_tracing_translucency_samples_per_pixel (bool): [Read-Write] Override Ray Tracing Translucency Samples Per Pixel
  • override_ray_tracing_translucency_shadows (bool): [Read-Write] Override Ray Tracing Translucency Shadows
  • override_reflections_type (bool): [Read-Write] Ray Tracing
  • override_scene_color_tint (bool): [Read-Write] Override Scene Color Tint
  • override_scene_fringe_intensity (bool): [Read-Write] Override Scene Fringe Intensity
  • override_screen_percentage (bool): [Read-Write] Override Screen Percentage
  • override_screen_space_reflection_intensity (bool): [Read-Write] Override Screen Space Reflection Intensity
  • override_screen_space_reflection_max_roughness (bool): [Read-Write] Override Screen Space Reflection Max Roughness
  • override_screen_space_reflection_quality (bool): [Read-Write] Override Screen Space Reflection Quality
  • override_screen_space_reflection_roughness_scale (bool): [Read-Write] Override Screen Space Reflection Roughness Scale
  • override_translucency_type (bool): [Read-Write] Override Translucency Type
  • override_vignette_intensity (bool): [Read-Write] Override Vignette Intensity
  • override_white_temp (bool): [Read-Write] first all bOverride_… as they get grouped together into bitfields
  • override_white_tint (bool): [Read-Write] Override White Tint
  • path_tracing_max_bounces (int32): [Read-Write] Sets the path tracing maximum bounces
  • path_tracing_samples_per_pixel (int32): [Read-Write] Sets the samples per pixel for the path tracer.
  • ray_tracing_ao_samples_per_pixel (int32): [Read-Write] Sets the samples per pixel for ray tracing global illumination.
  • ray_tracing_gi (bool): [Read-Write] Enables ray tracing global illumination.
  • 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_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_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.
  • reflections_type (ReflectionsType): [Read-Write] Sets the reflections type
  • 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_percentage (float): [Read-Write] To render with lower or high resolution than it is presented, controlled by console variable, 100:off, needs to be <99 to get upsampling and lower to get performance, >100 for super sampling (slower but higher quality), only applied in game
  • 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.
  • 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 Temp
  • white_tint (float): [Read-Write] White Tint
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

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_calibration_constant

(float) – [Read-Write] Calibration constant for 18% albedo.

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_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] >0

auto_exposure_speed_up

(float) – [Read-Write] >0

b_override_exposure_offset

deprecated – ‘b_override_exposure_offset’ was renamed to ‘override_auto_exposure_bias’.

b_override_eye_adaptation_high_percent

deprecated – ‘b_override_eye_adaptation_high_percent’ was renamed to ‘override_auto_exposure_high_percent’.

b_override_eye_adaptation_low_percent

deprecated – ‘b_override_eye_adaptation_low_percent’ was renamed to ‘override_auto_exposure_low_percent’.

b_override_eye_adaptation_max_brightness

deprecated – ‘b_override_eye_adaptation_max_brightness’ was renamed to ‘override_auto_exposure_max_brightness’.

b_override_eye_adaptation_min_brightness

deprecated – ‘b_override_eye_adaptation_min_brightness’ was renamed to ‘override_auto_exposure_min_brightness’.

b_override_eye_adaption_speed_down

deprecated – ‘b_override_eye_adaption_speed_down’ was renamed to ‘override_auto_exposure_speed_down’.

b_override_eye_adaption_speed_up

deprecated – ‘b_override_eye_adaption_speed_up’ was renamed to ‘override_auto_exposure_speed_up’.

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_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

color_contrast_highlights

(Vector4) – [Read-Write] Color Contrast Highlights

color_contrast_midtones

(Vector4) – [Read-Write] Color Contrast Midtones

color_contrast_shadows

(Vector4) – [Read-Write] Color Contrast Shadows

color_correction_highlights_min

(float) – [Read-Write] Color Correction Highlights Min

color_correction_shadows_max

(float) – [Read-Write] Color Correction Shadows Max

color_gain

(Vector4) – [Read-Write] Color Gain

color_gain_highlights

(Vector4) – [Read-Write] Color Gain Highlights

color_gain_midtones

(Vector4) – [Read-Write] Color Gain Midtones

color_gain_shadows

(Vector4) – [Read-Write] Color Gain Shadows

color_gamma

(Vector4) – [Read-Write] Color Gamma

color_gamma_highlights

(Vector4) – [Read-Write] Color Gamma Highlights

color_gamma_midtones

(Vector4) – [Read-Write] Color Gamma Midtones

color_gamma_shadows

(Vector4) – [Read-Write] Color Gamma Shadows

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

color_offset_highlights

(Vector4) – [Read-Write] Color Offset Highlights

color_offset_midtones

(Vector4) – [Read-Write] Color Offset Midtones

color_offset_shadows

(Vector4) – [Read-Write] Color Offset Shadows

color_saturation

(Vector4) – [Read-Write] Color Correction controls

color_saturation_highlights

(Vector4) – [Read-Write] Color Saturation Highlights

color_saturation_midtones

(Vector4) – [Read-Write] Color Saturation Midtones

color_saturation_shadows

(Vector4) – [Read-Write] Color Saturation Shadows

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_bokeh_shape

(Texture) – [Read-Write] Depth Of Field Bokeh Shape

depth_of_field_color_threshold

(float) – [Read-Write] Depth Of Field Color Threshold

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_max_bokeh_size

(float) – [Read-Write] Depth Of Field Max Bokeh Size

depth_of_field_method

(DepthOfFieldMethod) – [Read-Write] Depth Of Field Method

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 ES2: 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_size_threshold

(float) – [Read-Write] Depth Of Field Size Threshold

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_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

expand_gamut

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

exposure_offset

deprecated – ‘exposure_offset’ was renamed to ‘auto_exposure_bias’.

eye_adaptation_high_percent

deprecated – ‘eye_adaptation_high_percent’ was renamed to ‘auto_exposure_high_percent’.

eye_adaptation_low_percent

deprecated – ‘eye_adaptation_low_percent’ was renamed to ‘auto_exposure_low_percent’.

eye_adaptation_max_brightness

deprecated – ‘eye_adaptation_max_brightness’ was renamed to ‘auto_exposure_max_brightness’.

eye_adaptation_min_brightness

deprecated – ‘eye_adaptation_min_brightness’ was renamed to ‘auto_exposure_min_brightness’.

eye_adaption_speed_down

deprecated – ‘eye_adaption_speed_down’ was renamed to ‘auto_exposure_speed_down’.

eye_adaption_speed_up

deprecated – ‘eye_adaption_speed_up’ was renamed to ‘auto_exposure_speed_up’.

film_black_clip

(float) – [Read-Write] Film Black Clip

film_channel_mixer_blue

(LinearColor) – [Read-Write] Film Channel Mixer Blue

film_channel_mixer_green

(LinearColor) – [Read-Write] Film Channel Mixer Green

film_channel_mixer_red

(LinearColor) – [Read-Write] Film Channel Mixer Red

film_contrast

(float) – [Read-Write] Film Contrast

film_dynamic_range

(float) – [Read-Write] Film Dynamic Range

film_heal_amount

(float) – [Read-Write] Film Heal Amount

film_saturation

(float) – [Read-Write] Film Saturation

film_shadow_tint

(LinearColor) – [Read-Write] Film Shadow Tint

film_shadow_tint_amount

(float) – [Read-Write] Film Shadow Tint Amount

film_shadow_tint_blend

(float) – [Read-Write] Film Shadow Tint Blend

film_shoulder

(float) – [Read-Write] Film Shoulder

film_slope

(float) – [Read-Write] Film Slope

film_toe

(float) – [Read-Write] Film Toe

film_toe_amount

(float) – [Read-Write] Film Toe Amount

film_white_clip

(float) – [Read-Write] Film White Clip

film_white_point

(LinearColor) – [Read-Write] Film White Point

grain_intensity

(float) – [Read-Write] 0..1 grain intensity

grain_jitter

(float) – [Read-Write] 0..1 grain jitter

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.

lpv_diffuse_occlusion_exponent

(float) – [Read-Write] Diffuse occlusion exponent - increase for more contrast. 1 to 2 is recommended

lpv_diffuse_occlusion_intensity

(float) – [Read-Write] Diffuse occlusion intensity - higher values provide increased diffuse occlusion.

lpv_directional_occlusion_fade_range

(float) – [Read-Write] LPV Directional Occlusion Fade range - increase to fade more gradually towards the LPV edges.

lpv_directional_occlusion_intensity

(float) – [Read-Write] Controls the amount of directional occlusion. Requires LPV. Values very close to 1.0 are recommended

lpv_directional_occlusion_radius

(float) – [Read-Write] Occlusion Radius - 16 is recommended for most scenes

lpv_emissive_injection_intensity

(float) – [Read-Write] LPVEmissive Injection Intensity

lpv_fade_range

(float) – [Read-Write] LPV Fade range - increase to fade more gradually towards the LPV edges.

lpv_geometry_volume_bias

(float) – [Read-Write] Bias applied to the geometry volume in cell units. Increase to reduce darkening due to secondary occlusion

lpv_intensity

(float) – [Read-Write] How strong the dynamic GI from the LPV should be. 0.0 is off, 1.0 is the “normal” value, but higher values can be used to boost the effect

lpv_secondary_bounce_intensity

(float) – [Read-Write] Secondary bounce light strength (bounce light shadows). Set to 0 to disable

lpv_secondary_occlusion_intensity

(float) – [Read-Write] Secondary occlusion strength (bounce light shadows). Set to 0 to disable

lpv_size

(float) – [Read-Write] The size of the LPV volume, in Unreal units

lpv_specular_occlusion_exponent

(float) – [Read-Write] Specular occlusion exponent - increase for more contrast. 6 to 9 is recommended

lpv_specular_occlusion_intensity

(float) – [Read-Write] Specular occlusion intensity - higher values provide increased specular occlusion.

lpv_vpl_injection_bias

(float) – [Read-Write] Bias applied to light injected into the LPV in cell units. Increase to reduce bleeding through thin walls

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, should be renamed to intensity

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%

override_ambient_cubemap_intensity

(bool) – [Read-Write] Override Ambient Cubemap Intensity

override_ambient_cubemap_tint

(bool) – [Read-Write] Override Ambient Cubemap Tint

override_ambient_occlusion_bias

(bool) – [Read-Write] Override Ambient Occlusion Bias

override_ambient_occlusion_fade_distance

(bool) – [Read-Write] Override Ambient Occlusion Fade Distance

override_ambient_occlusion_fade_radius

(bool) – [Read-Write] Override Ambient Occlusion Fade Radius

override_ambient_occlusion_intensity

(bool) – [Read-Write] Override Ambient Occlusion Intensity

override_ambient_occlusion_mip_blend

(bool) – [Read-Write] Override Ambient Occlusion Mip Blend

override_ambient_occlusion_mip_scale

(bool) – [Read-Write] Override Ambient Occlusion Mip Scale

override_ambient_occlusion_mip_threshold

(bool) – [Read-Write] Override Ambient Occlusion Mip Threshold

override_ambient_occlusion_power

(bool) – [Read-Write] Override Ambient Occlusion Power

override_ambient_occlusion_quality

(bool) – [Read-Write] Override Ambient Occlusion Quality

override_ambient_occlusion_radius

(bool) – [Read-Write] Override Ambient Occlusion Radius

override_ambient_occlusion_radius_in_ws

(bool) – [Read-Write] Override Ambient Occlusion Radius in WS

override_ambient_occlusion_static_fraction

(bool) – [Read-Write] Override Ambient Occlusion Static Fraction

override_auto_exposure_bias

(bool) – [Read-Write] Override Auto Exposure Bias

override_auto_exposure_bias_curve

(bool) – [Read-Write] Override Auto Exposure Bias Curve

override_auto_exposure_calibration_constant

(bool) – [Read-Write] Override Auto Exposure Calibration Constant

override_auto_exposure_high_percent

(bool) – [Read-Write] Override Auto Exposure High Percent

override_auto_exposure_low_percent

(bool) – [Read-Write] Override Auto Exposure Low Percent

override_auto_exposure_max_brightness

(bool) – [Read-Write] Override Auto Exposure Max Brightness

override_auto_exposure_method

(bool) – [Read-Write] Override Auto Exposure Method

override_auto_exposure_min_brightness

(bool) – [Read-Write] Override Auto Exposure Min Brightness

override_auto_exposure_speed_down

(bool) – [Read-Write] Override Auto Exposure Speed Down

override_auto_exposure_speed_up

(bool) – [Read-Write] Override Auto Exposure Speed Up

override_bloom1_size

(bool) – [Read-Write] Override Bloom 1Size

override_bloom1_tint

(bool) – [Read-Write] Override Bloom 1Tint

override_bloom2_size

(bool) – [Read-Write] Override Bloom 2Size

override_bloom2_tint

(bool) – [Read-Write] Override Bloom 2Tint

override_bloom3_size

(bool) – [Read-Write] Override Bloom 3Size

override_bloom3_tint

(bool) – [Read-Write] Override Bloom 3Tint

override_bloom4_size

(bool) – [Read-Write] Override Bloom 4Size

override_bloom4_tint

(bool) – [Read-Write] Override Bloom 4Tint

override_bloom5_size

(bool) – [Read-Write] Override Bloom 5Size

override_bloom5_tint

(bool) – [Read-Write] Override Bloom 5Tint

override_bloom6_size

(bool) – [Read-Write] Override Bloom 6Size

override_bloom6_tint

(bool) – [Read-Write] Override Bloom 6Tint

override_bloom_convolution_buffer_scale

(bool) – [Read-Write] Override Bloom Convolution Buffer Scale

override_bloom_convolution_center_uv

(bool) – [Read-Write] Override Bloom Convolution Center UV

override_bloom_convolution_pre_filter_max

(bool) – [Read-Write] Override Bloom Convolution Pre Filter Max

override_bloom_convolution_pre_filter_min

(bool) – [Read-Write] Override Bloom Convolution Pre Filter Min

override_bloom_convolution_pre_filter_mult

(bool) – [Read-Write] Override Bloom Convolution Pre Filter Mult

override_bloom_convolution_size

(bool) – [Read-Write] Override Bloom Convolution Size

override_bloom_convolution_texture

(bool) – [Read-Write] Override Bloom Convolution Texture

override_bloom_dirt_mask

(bool) – [Read-Write] Override Bloom Dirt Mask

override_bloom_dirt_mask_intensity

(bool) – [Read-Write] Override Bloom Dirt Mask Intensity

override_bloom_dirt_mask_tint

(bool) – [Read-Write] Override Bloom Dirt Mask Tint

override_bloom_intensity

(bool) – [Read-Write] Override Bloom Intensity

override_bloom_method

(bool) – [Read-Write] Override Bloom Method

override_bloom_size_scale

(bool) – [Read-Write] Override Bloom Size Scale

override_bloom_threshold

(bool) – [Read-Write] Override Bloom Threshold

override_blue_correction

(bool) – [Read-Write] Override Blue Correction

override_camera_iso

(bool) – [Read-Write] Override Camera ISO

override_camera_shutter_speed

(bool) – [Read-Write] Override Camera Shutter Speed

override_chromatic_aberration_start_offset

(bool) – [Read-Write] Override Chromatic Aberration Start Offset

override_color_contrast

(bool) – [Read-Write] Override Color Contrast

override_color_contrast_highlights

(bool) – [Read-Write] Override Color Contrast Highlights

override_color_contrast_midtones

(bool) – [Read-Write] Override Color Contrast Midtones

override_color_contrast_shadows

(bool) – [Read-Write] Override Color Contrast Shadows

override_color_correction_highlights_min

(bool) – [Read-Write] Override Color Correction Highlights Min

override_color_correction_shadows_max

(bool) – [Read-Write] Override Color Correction Shadows Max

override_color_gain

(bool) – [Read-Write] Override Color Gain

override_color_gain_highlights

(bool) – [Read-Write] Override Color Gain Highlights

override_color_gain_midtones

(bool) – [Read-Write] Override Color Gain Midtones

override_color_gain_shadows

(bool) – [Read-Write] Override Color Gain Shadows

override_color_gamma

(bool) – [Read-Write] Override Color Gamma

override_color_gamma_highlights

(bool) – [Read-Write] Override Color Gamma Highlights

override_color_gamma_midtones

(bool) – [Read-Write] Override Color Gamma Midtones

override_color_gamma_shadows

(bool) – [Read-Write] Override Color Gamma Shadows

override_color_grading_intensity

(bool) – [Read-Write] Override Color Grading Intensity

override_color_grading_lut

(bool) – [Read-Write] Override Color Grading LUT

override_color_offset

(bool) – [Read-Write] Override Color Offset

override_color_offset_highlights

(bool) – [Read-Write] Override Color Offset Highlights

override_color_offset_midtones

(bool) – [Read-Write] Override Color Offset Midtones

override_color_offset_shadows

(bool) – [Read-Write] Override Color Offset Shadows

override_color_saturation

(bool) – [Read-Write] Color Correction controls

override_color_saturation_highlights

(bool) – [Read-Write] Override Color Saturation Highlights

override_color_saturation_midtones

(bool) – [Read-Write] Override Color Saturation Midtones

override_color_saturation_shadows

(bool) – [Read-Write] Override Color Saturation Shadows

override_depth_of_field_blade_count

(bool) – [Read-Write] Override Depth Of Field Blade Count

override_depth_of_field_bokeh_shape

(bool) – [Read-Write] Override Depth Of Field Bokeh Shape

override_depth_of_field_color_threshold

(bool) – [Read-Write] Override Depth Of Field Color Threshold

override_depth_of_field_depth_blur_amount

(bool) – [Read-Write] Override Depth Of Field Depth Blur Amount

override_depth_of_field_depth_blur_radius

(bool) – [Read-Write] Override Depth Of Field Depth Blur Radius

override_depth_of_field_far_blur_size

(bool) – [Read-Write] Override Depth Of Field Far Blur Size

override_depth_of_field_far_transition_region

(bool) – [Read-Write] Override Depth Of Field Far Transition Region

override_depth_of_field_focal_distance

(bool) – [Read-Write] Override Depth Of Field Focal Distance

override_depth_of_field_focal_region

(bool) – [Read-Write] Override Depth Of Field Focal Region

override_depth_of_field_fstop

(bool) – [Read-Write] Override Depth Of Field Fstop

override_depth_of_field_max_bokeh_size

(bool) – [Read-Write] Override Depth Of Field Max Bokeh Size

override_depth_of_field_method

(bool) – [Read-Write] Override Depth Of Field Method

override_depth_of_field_min_fstop

(bool) – [Read-Write] Override Depth Of Field Min Fstop

override_depth_of_field_near_blur_size

(bool) – [Read-Write] Override Depth Of Field Near Blur Size

override_depth_of_field_near_transition_region

(bool) – [Read-Write] Override Depth Of Field Near Transition Region

override_depth_of_field_occlusion

(bool) – [Read-Write] Override Depth Of Field Occlusion

override_depth_of_field_scale

(bool) – [Read-Write] Override Depth Of Field Scale

override_depth_of_field_sensor_width

(bool) – [Read-Write] Override Depth Of Field Sensor Width

override_depth_of_field_size_threshold

(bool) – [Read-Write] Override Depth Of Field Size Threshold

override_depth_of_field_sky_focus_distance

(bool) – [Read-Write] Override Depth Of Field Sky Focus Distance

override_depth_of_field_vignette_size

(bool) – [Read-Write] Override Depth Of Field Vignette Size

override_expand_gamut

(bool) – [Read-Write] Override Expand Gamut

override_film_black_clip

(bool) – [Read-Write] Override Film Black Clip

override_film_channel_mixer_blue

(bool) – [Read-Write] Override Film Channel Mixer Blue

override_film_channel_mixer_green

(bool) – [Read-Write] Override Film Channel Mixer Green

override_film_channel_mixer_red

(bool) – [Read-Write] Override Film Channel Mixer Red

override_film_contrast

(bool) – [Read-Write] Override Film Contrast

override_film_dynamic_range

(bool) – [Read-Write] Override Film Dynamic Range

override_film_heal_amount

(bool) – [Read-Write] Override Film Heal Amount

override_film_saturation

(bool) – [Read-Write] Override Film Saturation

override_film_shadow_tint

(bool) – [Read-Write] Override Film Shadow Tint

override_film_shadow_tint_amount

(bool) – [Read-Write] Override Film Shadow Tint Amount

override_film_shadow_tint_blend

(bool) – [Read-Write] Override Film Shadow Tint Blend

override_film_shoulder

(bool) – [Read-Write] Override Film Shoulder

override_film_slope

(bool) – [Read-Write] Override Film Slope

override_film_toe

(bool) – [Read-Write] Override Film Toe

override_film_toe_amount

(bool) – [Read-Write] Override Film Toe Amount

override_film_white_clip

(bool) – [Read-Write] Override Film White Clip

override_film_white_point

(bool) – [Read-Write] Override Film White Point

override_grain_intensity

(bool) – [Read-Write] Override Grain Intensity

override_grain_jitter

(bool) – [Read-Write] Override Grain Jitter

override_histogram_log_max

(bool) – [Read-Write] Override Histogram Log Max

override_histogram_log_min

(bool) – [Read-Write] Override Histogram Log Min

override_indirect_lighting_color

(bool) – [Read-Write] Override Indirect Lighting Color

override_indirect_lighting_intensity

(bool) – [Read-Write] Override Indirect Lighting Intensity

override_lens_flare_bokeh_shape

(bool) – [Read-Write] Override Lens Flare Bokeh Shape

override_lens_flare_bokeh_size

(bool) – [Read-Write] Override Lens Flare Bokeh Size

override_lens_flare_intensity

(bool) – [Read-Write] Override Lens Flare Intensity

override_lens_flare_threshold

(bool) – [Read-Write] Override Lens Flare Threshold

override_lens_flare_tint

(bool) – [Read-Write] Override Lens Flare Tint

override_lens_flare_tints

(bool) – [Read-Write] Override Lens Flare Tints

override_lpv_directional_occlusion_fade_range

(bool) – [Read-Write] Override LPVDirectional Occlusion Fade Range

override_lpv_emissive_injection_intensity

(bool) – [Read-Write] Override LPVEmissive Injection Intensity

override_lpv_fade_range

(bool) – [Read-Write] Override LPVFade Range

override_lpv_geometry_volume_bias

(bool) – [Read-Write] Override LPVGeometry Volume Bias

override_lpv_intensity

(bool) – [Read-Write] Override LPVIntensity

override_lpv_secondary_bounce_intensity

(bool) – [Read-Write] Override LPVSecondary Bounce Intensity

override_lpv_secondary_occlusion_intensity

(bool) – [Read-Write] Override LPVSecondary Occlusion Intensity

override_lpv_size

(bool) – [Read-Write] Override LPVSize

override_lpv_vpl_injection_bias

(bool) – [Read-Write] Override LPVVpl Injection Bias

override_mobile_hq_gaussian

(bool) – [Read-Write] Override Mobile HQGaussian

override_motion_blur_amount

(bool) – [Read-Write] Override Motion Blur Amount

override_motion_blur_max

(bool) – [Read-Write] Override Motion Blur Max

override_motion_blur_per_object_size

(bool) – [Read-Write] Override Motion Blur Per Object Size

override_path_tracing_max_bounces

(bool) – [Read-Write] Override Path Tracing Max Bounces

override_path_tracing_samples_per_pixel

(bool) – [Read-Write] Override Path Tracing Samples Per Pixel

override_ray_tracing_ao_samples_per_pixel

(bool) – [Read-Write] Override Ray Tracing AOSamples Per Pixel

override_ray_tracing_gi_max_bounces

(bool) – [Read-Write] Override Ray Tracing GIMax Bounces

override_ray_tracing_gi_samples_per_pixel

(bool) – [Read-Write] Override Ray Tracing GISamples Per Pixel

override_ray_tracing_reflections_max_bounces

(bool) – [Read-Write] Override Ray Tracing Reflections Max Bounces

override_ray_tracing_reflections_max_roughness

(bool) – [Read-Write] Override Ray Tracing Reflections Max Roughness

override_ray_tracing_reflections_samples_per_pixel

(bool) – [Read-Write] Override Ray Tracing Reflections Samples Per Pixel

override_ray_tracing_reflections_shadows

(bool) – [Read-Write] Override Ray Tracing Reflections Shadows

override_ray_tracing_translucency_max_roughness

(bool) – [Read-Write] Override Ray Tracing Translucency Max Roughness

override_ray_tracing_translucency_refraction

(bool) – [Read-Write] Override Ray Tracing Translucency Refraction

override_ray_tracing_translucency_refraction_rays

(bool) – [Read-Write] Override Ray Tracing Translucency Refraction Rays

override_ray_tracing_translucency_samples_per_pixel

(bool) – [Read-Write] Override Ray Tracing Translucency Samples Per Pixel

override_ray_tracing_translucency_shadows

(bool) – [Read-Write] Override Ray Tracing Translucency Shadows

override_reflections_type

(bool) – [Read-Write] Ray Tracing

override_scene_color_tint

(bool) – [Read-Write] Override Scene Color Tint

override_scene_fringe_intensity

(bool) – [Read-Write] Override Scene Fringe Intensity

override_screen_percentage

(bool) – [Read-Write] Override Screen Percentage

override_screen_space_reflection_intensity

(bool) – [Read-Write] Override Screen Space Reflection Intensity

override_screen_space_reflection_max_roughness

(bool) – [Read-Write] Override Screen Space Reflection Max Roughness

override_screen_space_reflection_quality

(bool) – [Read-Write] Override Screen Space Reflection Quality

override_screen_space_reflection_roughness_scale

(bool) – [Read-Write] Override Screen Space Reflection Roughness Scale

override_translucency_type

(bool) – [Read-Write] Override Translucency Type

override_vignette_intensity

(bool) – [Read-Write] Override Vignette Intensity

override_white_temp

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

override_white_tint

(bool) – [Read-Write] Override White Tint

path_tracing_max_bounces

(int32) – [Read-Write] Sets the path tracing maximum bounces

path_tracing_samples_per_pixel

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

ray_tracing_ao_samples_per_pixel

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

ray_tracing_gi

(bool) – [Read-Write] Enables ray tracing global illumination.

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_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_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.

reflections_type

(ReflectionsType) – [Read-Write] Sets the reflections type

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_percentage

(float) – [Read-Write] To render with lower or high resolution than it is presented, controlled by console variable, 100:off, needs to be <99 to get upsampling and lower to get performance, >100 for super sampling (slower but higher quality), only applied in game

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.

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 Temp

white_tint

(float) – [Read-Write] White Tint