unreal.CompositionGraphCaptureProtocol?

class unreal.CompositionGraphCaptureProtocol(outer=None, name='None')?

Bases: unreal.MovieSceneImageCaptureProtocolBase

Composition Graph Capture Protocol

C++ Source:

  • Module: MovieSceneCapture
  • File: CompositionGraphCaptureProtocol.h

Editor Properties: (see get_editor_property/set_editor_property)

  • capture_frames_in_hdr (bool): [Read-Write] Whether to capture the frames as HDR textures (*.exr format)
  • capture_gamut (HDRCaptureGamut): [Read-Write] The color gamut to use when storing HDR captured data. The gamut depends on whether the bCaptureFramesInHDR option is enabled.
  • disable_screen_percentage (bool): [Read-Write] Whether to disable screen percentage
  • hdr_compression_quality (int32): [Read-Write] Compression Quality for HDR Frames (0 for no compression, 1 for default compression which can be slow)
  • include_render_passes (CompositionGraphCapturePasses): [Read-Write] A list of render passes to include in the capture. Leave empty to export all available passes.
  • post_processing_material (SoftObjectPath): [Read-Write] Custom post processing material to use for rendering
capture_frames_in_hdr?

(bool) – [Read-Write] Whether to capture the frames as HDR textures (*.exr format)

capture_gamut?

(HDRCaptureGamut) – [Read-Write] The color gamut to use when storing HDR captured data. The gamut depends on whether the bCaptureFramesInHDR option is enabled.

disable_screen_percentage?

(bool) – [Read-Write] Whether to disable screen percentage

hdr_compression_quality?

(int32) – [Read-Write] Compression Quality for HDR Frames (0 for no compression, 1 for default compression which can be slow)

include_render_passes?

(CompositionGraphCapturePasses) – [Read-Write] A list of render passes to include in the capture. Leave empty to export all available passes.

post_processing_material?

(SoftObjectPath) – [Read-Write] Custom post processing material to use for rendering