unreal.VPCameraRigSpawnParams
?

class
unreal.
VPCameraRigSpawnParams
(use_world_space=True, use_first_point_as_spawn_location=False, linear_approximation_mode=VPCameraRigSpawnLinearApproximationMode.NONE, linear_approximation_param=1.0)? Bases:
unreal.StructBase
Parameters used to custom the CameraRig that’s created.
C++ Source:
 Plugin: VirtualProductionUtilities
 Module: VPUtilities
 File: VPCameraBlueprintLibrary.h
Editor Properties: (see get_editor_property/set_editor_property)
linear_approximation_mode
(VPCameraRigSpawnLinearApproximationMode): [ReadWrite] Causes a linear approximation of the spline points to be generated instead of relying purely on the passed in points / curves.linear_approximation_param
(float): [ReadWrite] This is only used if LinearApproximationMode is not None. When mode is Density: See FSplinePositionLinearApproximation::Build.When mode is IntegrationStep: Integration step (in CM) between approximation points. Decreasing this value will increase the number of spline points and will therefore increase the accuracy (at the cost of increased complexity).
use_first_point_as_spawn_location
(bool): [ReadWrite] Use the first vector of input as the spawn transform. Causes RigTransform to be completely ignored.use_world_space
(bool): [ReadWrite] Use world space (as opposed to local space) for points.

linear_approximation_mode
? (VPCameraRigSpawnLinearApproximationMode) – [ReadWrite] Causes a linear approximation of the spline points to be generated instead of relying purely on the passed in points / curves.

linear_approximation_param
? (float) – [ReadWrite] This is only used if LinearApproximationMode is not None. When mode is Density: See FSplinePositionLinearApproximation::Build.
When mode is IntegrationStep: Integration step (in CM) between approximation points. Decreasing this value will increase the number of spline points and will therefore increase the accuracy (at the cost of increased complexity).

use_first_point_as_spawn_location
? (bool) – [ReadWrite] Use the first vector of input as the spawn transform. Causes RigTransform to be completely ignored.

use_world_space
? (bool) – [ReadWrite] Use world space (as opposed to local space) for points.