unreal.LinearColor
?

class
unreal.
LinearColor
(r=0.0, g=0.0, b=0.0, a=0.0)? Bases:
unreal.StructBase
A linear, 32bit/component floating point RGBA color. The full C++ class is located here: EngineSourceRuntimeCorePublicMathColor.h:
C++ Source:
 Module: CoreUObject
 File: NoExportTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
a
(float): [ReadWrite] Ab
(float): [ReadWrite] Bg
(float): [ReadWrite] Gr
(float): [ReadWrite] R

BLACK
= None? (LinearColor) – Black linear color

BLUE
= None? (LinearColor) – Blue linear color

GRAY
= None? (LinearColor) – Grey linear color

GREEN
= None? (LinearColor) – Green linear color

RED
= None? (LinearColor) – Red linear color

TANSPARENT
= None? (LinearColor) – Transparent linear color  black with 0 opacity/alpha

WHITE
= None? (LinearColor) – White linear color

YELLOW
= None? (LinearColor) – Yellow linear color

__add__
(other)? Overloads:
LinearColor
Elementwise addition of two linear colors (R+R, G+G, B+B, A+A)

__div__
(other)? Overloads:
LinearColor
Elementwise multiplication of two linear colors (R/R, G/G, B/B, A/A)

__eq__
(other)? Overloads:
LinearColor
Returns true if linear color A is equal to linear color B (A == B) within a specified error toleranceLinearColor
Returns true if linear color A is equal to linear color B (A == B) within a specified error tolerance

__iadd__
(other)? Overloads:
LinearColor
Elementwise addition of two linear colors (R+R, G+G, B+B, A+A)

__idiv__
(other)? Overloads:
LinearColor
Elementwise multiplication of two linear colors (R/R, G/G, B/B, A/A)

__imul__
(other)? Overloads:
LinearColor
Elementwise multiplication of two linear colors (R*R, G*G, B*B, A*A)

__isub__
(other)? Overloads:
LinearColor
Elementwise subtraction of two linear colors (RR, GG, BB, AA)

__mul__
(other)? Overloads:
LinearColor
Elementwise multiplication of two linear colors (R*R, G*G, B*B, A*A)

__ne__
(other)? Overloads:
LinearColor
Returns true if linear color A is not equal to linear color B (A != B) within a specified error tolerance

__sub__
(other)? Overloads:
LinearColor
Elementwise subtraction of two linear colors (RR, GG, BB, AA)

a
? (float) – [ReadWrite] A

add
(b) → LinearColor? Elementwise addition of two linear colors (R+R, G+G, B+B, A+A)
Parameters: b (LinearColor) – Returns: Return type: LinearColor

b
? (float) – [ReadWrite] B

desaturated
(desaturation) → LinearColor? Returns a desaturated color, with 0 meaning no desaturation and 1 == full desaturation
Parameters: desaturation (float) – Returns: Desaturated color Return type: LinearColor

distance
(c2) → float? Euclidean distance between two color points.
Parameters: c2 (LinearColor) – Returns: Return type: float

divide
(b) → LinearColor? Elementwise multiplication of two linear colors (R/R, G/G, B/B, A/A)
Parameters: b (LinearColor) – Returns: Return type: LinearColor

equals
(b) → bool? Returns true if linear color A is equal to linear color B (A == B) within a specified error tolerance
Parameters: b (LinearColor) – Returns: Return type: bool

g
? (float) – [ReadWrite] G

get_luminance
() → float? Returns the perceived brightness of a color on a display taking into account the impact on the human eye per color channel: green > red > blue.
Returns: Return type: float

get_max
() → float? Returns the maximum color channel value in this color structure
Returns: The maximum color channel value Return type: float

get_min
() → float? Returns the minimum color channel value in this color structure
Returns: The minimum color channel value Return type: float

hsv_into_rgb
() → LinearColor? Converts a HSV linear color (where H is in R (0..360), S is in G (0..1), and V is in B (0..1)) to RGB
Returns: rgb (LinearColor): Return type: LinearColor

hsv_to_rgb
() → LinearColor? Converts a HSV linear color (where H is in R, S is in G, and V is in B) to linear RGB
Returns: Return type: LinearColor

interpolate_to
(target, delta_time, interp_speed) → LinearColor? Interpolate Linear Color from Current to Target. Scaled by distance to Target, so it has a strong start speed and ease out.
Parameters:  target (LinearColor) – Target Color
 delta_time (float) – Time since last tick
 interp_speed (float) – Interpolation speed, if the speed given is 0, then jump to the target.
Returns: New interpolated Color
Return type:

is_near_equal
(b, tolerance=0.000100) → bool? Returns true if linear color A is equal to linear color B (A == B) within a specified error tolerance
Parameters:  b (LinearColor) –
 tolerance (float) –
Returns: Return type:

lerp_to
(b, alpha) → LinearColor? Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1)
Parameters:  b (LinearColor) –
 alpha (float) –
Returns: Return type:

lerp_using_hsv_to
(b, alpha) → LinearColor? Linearly interpolates between two colors by the specified Alpha amount (100% of A when Alpha=0 and 100% of B when Alpha=1). The interpolation is performed in HSV color space taking the shortest path to the new color’s hue. This can give better results than a normal lerp, but is much more expensive. The incoming colors are in RGB space, and the output color will be RGB. The alpha value will also be interpolated.
Parameters:  b (LinearColor) – The color and alpha to interpolate to as linear RGBA
 alpha (float) – Scalar interpolation amount (usually between 0.0 and 1.0 inclusive)
Returns: The interpolated color in linear RGB space along with the interpolated alpha value
Return type:

multiply
(b) → LinearColor? Elementwise multiplication of two linear colors (R*R, G*G, B*B, A*A)
Parameters: b (LinearColor) – Returns: Return type: LinearColor

multiply_float
(b) → LinearColor? Elementwise multiplication of a linear color by a float (F*R, F*G, F*B, F*A)
Parameters: b (float) – Returns: Return type: LinearColor

not_equal
(b) → bool? Returns true if linear color A is not equal to linear color B (A != B) within a specified error tolerance
Parameters: b (LinearColor) – Returns: Return type: bool

quantize
() → Color? Quantizes the linear color and returns the result as an 8bit color. This bypasses the SRGB conversion.
Returns: Return type: Color

quantize_round
() → Color? Quantizes the linear color with rounding and returns the result as an 8bit color. This bypasses the SRGB conversion.
Returns: Return type: Color

r
? (float) – [ReadWrite] R

rgb_into_hsv
() → LinearColor? Converts a RGB linear color to HSV (where H is in R (0..360), S is in G (0..1), and V is in B (0..1))
Returns: hsv (LinearColor): Return type: LinearColor

rgb_into_hsv_components
() > (h=float, s=float, v=float, a=float)? Breaks apart a color into individual HSV components (as well as alpha) (Hue is [0..360) while Saturation and Value are 0..1)
Returns: h (float): s (float):
v (float):
a (float):
Return type: tuple

rgb_to_hsv
() → LinearColor? Converts a RGB linear color to HSV (where H is in R, S is in G, and V is in B)
Returns: Return type: LinearColor

set
(color) → None? Assign contents of InColor
Parameters: color (LinearColor) –

set_from_hsv
(h, s, v, a=1.000000) → None? Assigns an HSV color to a linear space RGB color
Parameters:

set_from_pow22
(color) → None? Assigns an FColor coming from an observed Pow(1/2.2) output, into a linear color.
Parameters: color (Color) – The Pow(1/2.2) color that needs to be converted into linear space.

set_from_srgb
(srgb) → None? Assigns an FColor coming from an observed sRGB output, into a linear color.
Parameters: srgb (Color) – The sRGB color that needs to be converted into linear space.

set_random_hue
() → None? Sets to a random color. Choses a quite nice color based on a random hue.

set_rgba
(r, g, b, a=1.000000) → None? Assign individual linear RGBA components.
Parameters:

set_temperature
(temperature) → None? Converts temperature in Kelvins of a black body radiator to RGB chromaticity.
Parameters: temperature (float) –

subtract
(b) → LinearColor? Elementwise subtraction of two linear colors (RR, GG, BB, AA)
Parameters: b (LinearColor) – Returns: Return type: LinearColor

to_color
(use_srgb=True) → Color? Quantizes the linear color and returns the result as a FColor with optional sRGB conversion and quality as goal.
Parameters: use_srgb (bool) – Returns: Return type: Color

to_new_opacity
(opacity) → LinearColor? Returns a copy of this color using the specified opacity/alpha.
Parameters: opacity (float) – Returns: Return type: LinearColor