Lighting¶
38 tools. Back to the index.
configure_light_shadows¶
Destructive, idempotent.
Configure shadow settings for a light actor using preset shadow qualities. Enabled/Disabled switch cast shadows; High, Medium and Low also set ShadowBias, ShadowSlopeBias and ShadowSharpen (0.1/0.1/1.0, 0.2/0.2/0.5, 0.5/0.5/0.0). Everything is read back from the light; it does not touch whether the light affects the world.
| Parameter | Type | Required | Description |
|---|---|---|---|
light_name |
string | yes | Name of the light actor to configure |
shadow_settings |
string | yes | Shadow configuration: 'Enabled', 'Disabled', 'High', 'Medium', or 'Low' (case-insensitive); any other name is an error |
Returns: { light_name, shadow_settings, shadows_configured, shadow_message, old_cast_shadows, new_cast_shadows, old_affect_world, new_affect_world, shadows_enabled, affect_world, bias_applied, shadow_bias, shadow_slope_bias, shadow_filter_sharpen, light_enabled, light_intensity, light_mobility, light_type, light_atmosphere_sun_light, light_cascade_distribution_exponent, light_cascade_transition_fraction, light_attenuation_radius, light_source_radius, light_source_length, light_inner_cone_angle, light_outer_cone_angle, x, y, z, r, g, b, a }
configure_post_processing¶
Destructive, idempotent.
Configure post-processing settings using preset levels (Enabled, Disabled, High, Medium, Low) that control bloom, motion blur, DOF, AO, GI, and other effects.
| Parameter | Type | Required | Description |
|---|---|---|---|
post_process_settings |
string | yes | Post-processing setting: 'Enabled', 'Disabled', 'High', 'Medium', or 'Low' |
Returns: { post_process_settings, post_processing_configured, post_processing_message, post_processing_enabled, bloom_enabled, motion_blur_enabled, depth_of_field_enabled, ambient_occlusion_enabled, global_illumination_enabled, anti_aliasing_enabled, color_grading_enabled, lens_flare_enabled, screen_space_reflections_enabled, world_name, post_process_volume_count, volume_name, volume_class, volume_enabled, volume_unbound, volume_priority, volume_blend_weight, volume_blend_radius, x, y, z, post_process_volume_details, post_processing_recommendations, performance_impact, performance_rating }
get_directional_light_cascade_settings¶
Read-only.
Read the seven Cascaded Shadow Map (CSM) settings of a directional light: dynamic shadow distance (movable/stationary), cascade count, distribution exponent, transition fraction, distance-fadeout fraction, and per-object inset shadows for movable objects. Round-trips set_directional_light_cascade_settings. Errors honestly if the actor is not a directional light.
| Parameter | Type | Required | Description |
|---|---|---|---|
light_name |
string | yes | Name of the directional light actor to query |
Returns: { light_name, light_subtype, dynamic_shadow_distance_movable, dynamic_shadow_distance_stationary, num_dynamic_shadow_cascades, cascade_distribution_exponent, cascade_transition_fraction, shadow_distance_fadeout_fraction, use_inset_shadows_for_movable_objects }
get_exponential_height_fog_properties¶
Read-only.
Read the properties of an ExponentialHeightFog actor's UExponentialHeightFogComponent, under the names set_exponential_height_fog_properties takes.
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label/name of the target ExponentialHeightFog actor. |
Returns: { actor_name: string, properties: { fog_density, fog_height_falloff, fog_inscattering_color:[R,G,B,A], fog_max_opacity, start_distance, end_distance, fog_cutoff_distance, volumetric_fog, volumetric_fog_scattering_distribution, volumetric_fog_albedo:[R,G,B,A], volumetric_fog_emissive:[R,G,B,A], volumetric_fog_extinction_scale, second_fog_density, second_fog_height_falloff, second_fog_height_offset, directional_inscattering_exponent, directional_inscattering_start_distance, directional_inscattering_color:[R,G,B,A] } }
get_light_properties¶
Read-only.
Retrieve comprehensive properties of a light actor including intensity, color, position, rotation, scale, and type-specific settings. Reads back every field set_light_properties writes (including IES, light function, shadow bias, contact shadow, cast/volumetric shadow, inverse-squared falloff, and RectLight source size / barn doors / source texture).
| Parameter | Type | Required | Description |
|---|---|---|---|
light_name |
string | yes | Name of the light actor to query |
Returns: { light_name, light_found, light_message, light_class, light_type, light_intensity, light_intensity_units, r, g, b, a, x, y, z, pitch, yaw, roll, light_enabled, light_cast_shadows, light_affect_world, light_use_inverse_squared_falloff, light_falloff_exponent, light_min_roughness, light_lighting_channel_mask, light_temperature, light_use_temperature, light_indirect_lighting_intensity, light_volumetric_scattering_intensity, light_affect_translucent_lighting, light_use_ies_brightness, light_ies_brightness_scale, light_ies_texture, light_function_scale, light_function_fade_distance, light_function_disabled_brightness, light_function_material, light_shadow_bias, light_cast_volumetric_shadow, light_contact_shadow_length, light_contact_shadow_length_in_ws, light_subtype, light_atmosphere_sun_light, light_atmosphere_sun_light_index, light_atmosphere_sun_disk_color_scale: { r, g, b, a }, light_attenuation_radius, light_source_radius, light_soft_source_radius, light_source_length, light_source_width, light_source_height, light_barn_door_angle, light_barn_door_length, light_source_texture, light_inner_cone_angle, light_outer_cone_angle, light_mobility, light_tags, light_level, light_world }
get_lighting_quality¶
Read-only.
Read-only census of the actors with a light component in the engine's first world context (normally the editor level): counts by type and mobility, shadow-casting and world-affecting counts, intensity total/average/min/max, per-light light_details, plus r.LightingQuality and r.DynamicLighting. lighting_quality_score (0 to 1) and its rating are a heuristic of light count, shadow casters and type variety, not a measure of built lighting; nothing is built. Sky lights are not counted. For one light use get_light_properties, for lights near a point get_lighting_in_area.
No parameters.
Returns: { level_name, lighting_quality_found, lighting_quality_message, lighting_quality, lighting_type, lighting_enabled, light_name, light_class, light_intensity, light_enabled, light_cast_shadows, light_affect_world, light_mobility, x, y, z, r, g, b, a, light_count, directional_light_count, point_light_count, spot_light_count, rect_light_count, static_light_count, stationary_light_count, movable_light_count, shadow_casting_light_count, world_affecting_light_count, total_intensity, average_intensity, max_intensity, min_intensity, light_details, lighting_quality_score, lighting_quality_rating }
get_post_process_settings¶
Read-only.
Read a PostProcessVolume's color grading and the scalar settings set_post_process_setting manages, each with its override flag. The reader that was missing: every value comes with overridden (its bOverride_* flag) so you can see what is actually active.
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label/name of the target PostProcessVolume actor. |
Returns: { actor_name: string, color_grading: { saturation, contrast, gamma, gain, offset, saturation_shadows, saturation_midtones, saturation_highlights, contrast_shadows, contrast_midtones, contrast_highlights (each {value:[float], overridden}) }, white_balance: { white_temp, white_tint, shadows_max, highlights_min (each {value, overridden}) }, scalars: { bloom_intensity, vignette_intensity, ambient_occlusion_intensity, auto_exposure_bias, auto_exposure_min_brightness, auto_exposure_max_brightness (each {value, overridden}) }, exposure_method: int, dynamic_global_illumination_method: int }
get_post_process_volume_settings¶
Read-only.
Read the FPostProcessSettings struct of an APostProcessVolume. Returns the fields that only this pair can reach (actor-level enabled/unbounded/priority + the FPostProcessSettings members not covered by the key-value pair get_post_process_settings/set_post_process_setting). bloom_intensity/ambient_occlusion_intensity/vignette_intensity are read there, not here (one code path per FPostProcessSettings field).
| Parameter | Type | Required | Description |
|---|---|---|---|
volume_name |
string | yes | Label of the APostProcessVolume in the editor world. |
Returns: { volume_name, enabled, unbounded, priority, white_temp, auto_exposure_method, film_grain_intensity, motion_blur_amount, color_grading_lut_path }
get_reflection_capture_properties¶
Read-only.
Read back every property of an existing reflection-capture actor (Sphere or Box): InfluenceRadius (Sphere), BoxTransitionDistance (Box), Brightness, the actor scale exposed as box_extent, the Cubemap path and ReflectionSourceType. Round-trip reader for set_reflection_capture_properties.
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label or internal name of the reflection-capture actor |
Returns: { actor_name: string, actor_internal_name: string, capture_type: string, influence_radius: number, box_transition_distance: number, brightness: number, box_extent: [number], cubemap: string, reflection_source_type: string }
get_rendering_settings¶
Read-only.
Retrieve current rendering settings including quality levels, rendering mode, world settings, engine version, and rendering feature states.
No parameters.
Returns: { rendering_settings_found, rendering_settings_message, rendering_quality, rendering_api, rendering_enabled, rendering_mode, world_name, world_type, world_lighting_enabled, world_shadows_enabled, world_fog_enabled, world_atmosphere_enabled, world_max_tick_rate, world_delta_seconds, world_time_seconds, world_real_time_seconds, world_level_count, world_persistent_level, world_actor_count, world_light_actor_count, world_static_mesh_actor_count, world_skeletal_mesh_actor_count, world_camera_actor_count, world_post_process_actor_count, engine_version, platform_name, platform_architecture, platform_os, view_distance_scale, max_shadow_resolution, max_csm_shadow_resolution, rendering_shadows_enabled, rendering_fog_enabled, rendering_atmosphere_enabled, rendering_anti_aliasing_enabled, rendering_motion_blur_enabled, rendering_depth_of_field_enabled, rendering_ambient_occlusion_enabled, rendering_global_illumination_enabled (each from its console variable), rendering_quality_level, rendering_quality_preset, rendering_quality_auto, rendering_quality_score, rendering_vsync_enabled?, rendering_screen_percentage, rendering_resolution_x?, rendering_resolution_y?, rendering_frame_rate_limit?, rendering_resolution_scale, rendering_recommendations } -- rendering_api is the RHI in use; world_*_enabled say what the world contains (a light, a shadow caster, a height fog, a sky atmosphere)
get_scene_capture_2d_properties¶
Read-only.
Read back every data property of an existing SceneCapture2D actor's USceneCaptureComponent2D: CaptureSource (base), TextureTarget path, FOVAngle, ProjectionType, OrthoWidth and the bCaptureEveryFrame / bCaptureOnMovement bitfields (base). Pure reader — no Modify, no capture, no save. Round-trip reader for set_scene_capture_2d_properties.
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label or internal name of the SceneCapture2D actor |
Returns: { actor_name: string, component_name: string, texture_target: string, fov_angle: number, capture_source: string, capture_every_frame: bool, capture_on_movement: bool, projection_type: string, ortho_width: number }
get_shader_info¶
Read-only.
Retrieve comprehensive shader information including shader type, quality level, API, world material/mesh/light counts, and shader complexity analysis.
No parameters.
Returns: { shader_info_found, shader_info_message, shader_type, shader_quality, shaders_enabled, shader_api, world_name, material_name, material_class, material_path, material_is_material, material_is_material_instance, material_is_dynamic_material_instance, material_scalar_parameter_count, material_vector_parameter_count, material_texture_parameter_count, material_total_parameter_count, world_material_count, world_static_mesh_count, world_skeletal_mesh_count, world_light_count, world_post_process_count, world_particle_system_count, material_details, engine_version, platform_name, platform_architecture, platform_os, shader_quality_level, shader_quality_preset, shader_quality_auto, shader_quality_score, shader_forward_shading_enabled, shader_deferred_shading_enabled, shader_shadows_enabled, shader_fog_enabled, shader_atmosphere_enabled, shader_anti_aliasing_enabled, shader_motion_blur_enabled, shader_depth_of_field_enabled, shader_ambient_occlusion_enabled, shader_global_illumination_enabled, shader_vsync_enabled, shader_frame_rate_limit, shader_screen_percentage, shader_resolution_scale (each read from its console variable; left out when the build lacks it), shader_recommendations, shader_complexity_score, shader_complexity_rating }
get_sky_atmosphere_properties¶
Read-only.
Read the atmosphere properties of a SkyAtmosphere actor's USkyAtmosphereComponent, under the names set_sky_atmosphere_properties takes.
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label/name of the target SkyAtmosphere actor. |
Returns: { actor_name: string, properties: { rayleigh_scattering:[R,G,B,A], rayleigh_scattering_scale, mie_scattering:[R,G,B,A], mie_scattering_scale, mie_anisotropy, ground_albedo:[R,G,B,A], bottom_radius, atmosphere_height, multi_scattering_factor, aerial_perspective_view_distance_scale, height_fog_contribution } }
get_sky_light_properties¶
Read-only.
Read the properties of a SkyLight actor's USkyLightComponent, under the names set_sky_light_properties takes.
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label/name of the target SkyLight actor. |
Returns: { actor_name: string, properties: { intensity, light_color:[R,G,B,A], indirect_lighting_intensity, volumetric_scattering_intensity, lower_hemisphere_color:[R,G,B,A], occlusion_tint:[R,G,B,A], occlusion_contrast, occlusion_exponent, min_occlusion } }
get_volumetric_cloud_properties¶
Read-only.
Read the properties of a VolumetricCloud actor's UVolumetricCloudComponent, under the names set_volumetric_cloud_properties takes.
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label/name of the target VolumetricCloud actor. |
Returns: { actor_name: string, properties: { layer_bottom_altitude, layer_height, planet_radius, ground_albedo:[R,G,B,A], tracing_start_max_distance, tracing_max_distance, sky_light_cloud_bottom_occlusion, view_sample_count_scale, shadow_view_sample_count_scale, shadow_tracing_distance, stop_tracing_transmittance_threshold, use_per_sample_atmospheric_light_transmittance } }
set_directional_light_cascade_settings¶
Destructive, idempotent.
Configure Cascaded Shadow Map (CSM) settings on a directional light: dynamic shadow distance (movable/stationary), cascade count, distribution exponent, transition fraction, distance-fadeout fraction, and per-object inset shadows for movable objects. Partial update (idempotent): only fields present are written; the engine setters auto-dedup, and the inset-shadows bit (no setter) is guarded by hand. Errors honestly if the actor is not a directional light. Verify by read-back (every field is echoed) or via get_directional_light_cascade_settings.
| Parameter | Type | Required | Description |
|---|---|---|---|
light_name |
string | yes | Name of the directional light actor to modify |
dynamic_shadow_distance_movable |
number | no | How far CSM dynamic shadows cover for a movable light, measured from the camera (0 disables) |
dynamic_shadow_distance_stationary |
number | no | How far CSM dynamic shadows cover for a stationary light, measured from the camera (0 disables) |
num_dynamic_shadow_cascades |
number | no | Number of cascades the view frustum is split into for the whole-scene dynamic shadow |
cascade_distribution_exponent |
number | no | Distributes cascades closer (larger) or farther (smaller) from the camera |
cascade_transition_fraction |
number | no | Proportion of the blended fade region between cascades (0 = hard transitions) |
shadow_distance_fadeout_fraction |
number | no | Size of the fade-out region at the far extent of the dynamic shadow, as a fraction of the shadow distance |
use_inset_shadows_for_movable_objects |
boolean | no | Stationary lights: use per-object inset shadows for movable components even though CSM is enabled |
Returns: { light_name, light_subtype, settings_applied: {...}, applied_count, dynamic_shadow_distance_movable, dynamic_shadow_distance_stationary, num_dynamic_shadow_cascades, cascade_distribution_exponent, cascade_transition_fraction, shadow_distance_fadeout_fraction, use_inset_shadows_for_movable_objects }
set_exponential_height_fog_properties¶
Destructive, idempotent.
Set the properties of an ExponentialHeightFog actor's UExponentialHeightFogComponent: density and falloff, inscattering, distances, max opacity, volumetric fog, the second fog layer and directional inscattering. Only the supplied fields change (applied_count counts them) and the reply reads every property back. Colors are [R,G,B] or [R,G,B,A].
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label/name of the target ExponentialHeightFog actor. |
fog_density |
number | no | Optional global fog density. |
fog_height_falloff |
number | no | Optional height falloff. |
fog_inscattering_color |
array | no | Optional [R,G,B(,A)] inscattering color (luminance). |
fog_max_opacity |
number | no | Optional max opacity (0..1). |
start_distance |
number | no | Optional fog start distance. |
end_distance |
number | no | Optional fog end distance. |
fog_cutoff_distance |
number | no | Optional fog cutoff distance. |
volumetric_fog |
boolean | no | Optional enable volumetric fog. |
volumetric_fog_scattering_distribution |
number | no | Optional volumetric scattering distribution (-1..1). |
volumetric_fog_albedo |
array | no | Optional [R,G,B] volumetric albedo as 0-255 bytes (FColor). |
volumetric_fog_emissive |
array | no | Optional [R,G,B(,A)] volumetric emissive color. |
volumetric_fog_extinction_scale |
number | no | Optional volumetric extinction scale. |
second_fog_density |
number | no | Optional second fog layer density. |
second_fog_height_falloff |
number | no | Optional second fog layer height falloff. |
second_fog_height_offset |
number | no | Optional second fog layer height offset. |
directional_inscattering_exponent |
number | no | Optional directional inscattering exponent (sun glow tightness). |
directional_inscattering_start_distance |
number | no | Optional directional inscattering start distance. |
directional_inscattering_color |
array | no | Optional [R,G,B(,A)] directional inscattering color (luminance). |
Returns: { actor_name: string, properties: object, applied_count: int, applied: bool }
set_light_color¶
Destructive, idempotent.
Set the color of a light actor using either RGB/RGBA format (comma-separated floats) or hexadecimal format (#RRGGBB).
| Parameter | Type | Required | Description |
|---|---|---|---|
light_name |
string | yes | Name of the light actor to modify |
color |
string | yes | Color in 'R,G,B,A' or 'R,G,B' format (values 0-1) or hex '#RRGGBB' format |
Returns: { light_name, requested_color, color_set, color_message, r, g, b, a, light_enabled, light_cast_shadows, light_affect_world, light_intensity, light_mobility, light_type, light_atmosphere_sun_light, light_attenuation_radius, light_inner_cone_angle, light_outer_cone_angle, x, y, z }
set_light_intensity¶
Destructive, idempotent.
Set the intensity value for a specified light actor and verify the change.
| Parameter | Type | Required | Description |
|---|---|---|---|
light_name |
string | yes | Name of the light actor to modify |
intensity |
number | yes | New intensity value (float) |
Returns: { light_name, old_intensity, new_intensity, requested_intensity, intensity_set, intensity_message, light_enabled, light_cast_shadows, light_affect_world, light_mobility, light_type, light_atmosphere_sun_light, light_attenuation_radius, light_inner_cone_angle, light_outer_cone_angle, x, y, z, r, g, b, a }
set_light_properties¶
Destructive, idempotent.
Set component-level light properties: attenuation radius, source radius/length, cone angles, color temperature, indirect/volumetric intensity, translucent lighting, plus RectLight source size + barn doors + source texture, IES profile (texture/brightness scale/use-brightness), light-function (material/scale/fade distance/disabled brightness), shadow bias, cast/volumetric shadow, contact-shadow length (+ world-space flag), and inverse-squared falloff. Round-trips with get_light_properties. Partial update (idempotent): only fields present are written; a field that doesn't apply to the light's type returns an honest note instead of an error. Verify by read-back via get_light_properties (light_* keys).
| Parameter | Type | Required | Description |
|---|---|---|---|
light_name |
string | yes | Name of the light actor to modify. |
attenuation_radius |
number | no | float, light reach — local lights only (Point/Spot/Rect). |
source_radius |
number | no | float, soft source radius (Point/Spot). |
soft_source_radius |
number | no | float (Point/Spot). |
source_length |
number | no | float, line-source length (Point/Spot). |
inner_cone_angle |
number | no | float degrees (Spot only). |
outer_cone_angle |
number | no | float degrees (Spot only). |
temperature |
number | no | float Kelvin color temperature (all lights; pair with use_temperature). |
use_temperature |
boolean | no | bool, enable color temperature (all lights). |
indirect_lighting_intensity |
number | no | float (all lights). |
volumetric_scattering_intensity |
number | no | float (all lights). |
affect_translucent_lighting |
boolean | no | bool (all lights). |
ies_texture |
string | no | asset path to a UTextureLightProfile (IES profile); omit/empty leaves it unchanged (all lights). |
use_ies_brightness |
boolean | no | bool, use the IES profile's brightness (all lights). |
ies_brightness_scale |
number | no | float, IES brightness multiplier (all lights). |
light_function_material |
string | no | asset path to a UMaterialInterface light-function material; omit/empty leaves it unchanged (all lights). |
light_function_scale |
array | no | [x,y,z] float array, light-function projection scale (all lights). |
light_function_fade_distance |
number | no | float, distance at which the light function fades out (all lights). |
light_function_disabled_brightness |
number | no | float, brightness where the light function is faded out (all lights). |
shadow_bias |
number | no | float, dynamic-shadow depth bias (all lights). |
cast_shadows |
boolean | no | bool, whether the light casts shadows (all lights). |
cast_volumetric_shadow |
boolean | no | bool, whether the light casts volumetric (beam) shadows (all lights). |
contact_shadow_length |
number | no | float, screen-space contact-shadow ray length (all lights). |
contact_shadow_length_in_ws |
boolean | no | bool, interpret contact_shadow_length in world space instead of screen space (all lights). |
use_inverse_squared_falloff |
boolean | no | bool, physically-based inverse-square falloff (Point/Spot). |
falloff_exponent |
number | no | float, manual falloff exponent when inverse-squared is off (Point/Spot). |
source_width |
number | no | float, RectLight emissive width (Rect only). |
source_height |
number | no | float, RectLight emissive height (Rect only). |
barn_door_angle |
number | no | float degrees, RectLight barn-door opening angle (Rect only). |
barn_door_length |
number | no | float, RectLight barn-door length (Rect only). |
source_texture |
string | no | asset path to a UTexture for the RectLight surface; omit/empty leaves it unchanged (Rect only). |
Returns: { light_name, light_subtype, settings_applied: {...}, notes: [string], applied_count }
set_lumen_gi_quality¶
Destructive, idempotent.
Applies Lumen / global-illumination scene tuning via console variables. Provide exactly one of: quality: "Low" | "Medium" | "High" | "Epic" | "Cinematic" -> sg.GlobalIlluminationQuality (scalability group 0..4), read back. method: "Lumen" | "ScreenSpace" | "None" -> r.DynamicGlobalIlluminationMethod (0=None,1=Lumen,2=ScreenSpace), read back.
| Parameter | Type | Required | Description |
|---|---|---|---|
quality |
string | no | One of "Low" | "Medium" | "High" | "Epic" | "Cinematic" (mutually exclusive with method) |
method |
string | no | One of "Lumen" | "ScreenSpace" | "None" (mutually exclusive with quality) |
Returns: { mode: string, cvar: string, requested_method: string?, requested_quality: string?, requested_value: number, value: number, applied: bool }
set_post_process_color_grading¶
Destructive, idempotent.
Set the global AND per-range (shadows/midtones/highlights) color-grading wheels plus white balance and the range pivots on a PostProcessVolume. Each wheel is an FVector4 [R, G, B, master]; white balance and pivots are scalars — set_post_process_setting never covered these. Setting a field also turns on its bOverride flag (so it takes effect) and reads the value back. Only the supplied fields change.
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label/name of the target PostProcessVolume actor. |
saturation |
array | no | Optional [R, G, B, master] saturation (default master 1.0; neutral is [1,1,1,1]). |
contrast |
array | no | Optional [R, G, B, master] contrast (neutral [1,1,1,1]). |
gamma |
array | no | Optional [R, G, B, master] gamma (neutral [1,1,1,1]). |
gain |
array | no | Optional [R, G, B, master] gain (neutral [1,1,1,1]). |
offset |
array | no | Optional [R, G, B, master] offset (default master 0.0; neutral is [0,0,0,0]). |
saturation_shadows |
array | no | Optional [R, G, B, master] saturation for the shadows range (neutral [1,1,1,1]). |
saturation_midtones |
array | no | Optional [R, G, B, master] saturation for the midtones range (neutral [1,1,1,1]). |
saturation_highlights |
array | no | Optional [R, G, B, master] saturation for the highlights range (neutral [1,1,1,1]). |
contrast_shadows |
array | no | Optional [R, G, B, master] contrast for the shadows range (neutral [1,1,1,1]). |
contrast_midtones |
array | no | Optional [R, G, B, master] contrast for the midtones range (neutral [1,1,1,1]). |
contrast_highlights |
array | no | Optional [R, G, B, master] contrast for the highlights range (neutral [1,1,1,1]). |
white_temp |
number | no | Optional white balance temperature (Kelvin, e.g. 6500 neutral). |
white_tint |
number | no | Optional white balance tint. |
shadows_max |
number | no | Optional pivot: upper bound of the shadows range. |
highlights_min |
number | no | Optional pivot: lower bound of the highlights range. |
Returns: { actor_name: string, settings_applied: object (wheels as arrays, white_temp/white_tint/shadows_max/highlights_min as numbers), applied_count: int, applied: bool }
set_post_process_setting¶
Destructive, idempotent.
Sets a post-process setting on a PostProcessVolume (sets bOverride flag + field, reads back). exposure (auto_exposure_bias), exposure_min, exposure_max, exposure_method (0=Histogram,1=Basic,2=Manual), lumen_gi / dynamic_global_illumination_method (0=None,1=Lumen,2=ScreenSpace,3=Plugin)
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label/name of the target PostProcessVolume actor |
setting |
string | yes | One of: bloom_intensity, vignette_intensity, ambient_occlusion_intensity, |
value |
number | yes | Numeric value to apply (enum index for method/gi settings) |
Returns: { actor_name: string, setting: string, canonical_setting: string, requested_value: number, applied_value: number, applied: bool }
set_post_process_volume_settings¶
Destructive, idempotent.
Set enabled, priority, film_grain_intensity and motion_blur_amount of a PostProcessVolume in the editor world as one undo step; only the fields you pass change, and film grain and motion blur also get their bOverride flag so they take effect. The level is not saved. Returns applied_count and applied_fields; other settings use set_post_process_setting.
| Parameter | Type | Required | Description |
|---|---|---|---|
volume_name |
string | yes | Editor label of the PostProcessVolume in the editor world; object names are not matched. |
enabled |
boolean | no | Whether the volume is enabled (APostProcessVolume bEnabled). |
priority |
number | no | Blend priority among overlapping volumes, a number such as 1; a numeric string is also accepted. |
film_grain_intensity |
number | no | Film grain intensity from 0 to 1, a number; a numeric string is also accepted. |
motion_blur_amount |
number | no | Motion blur strength from 0 to 1 (0 is off), a number; a numeric string is also accepted. |
Returns: { volume_name, applied_count, applied_fields: [string] }
set_reflection_capture_properties¶
Destructive, idempotent.
Set properties on an existing reflection-capture actor (Sphere or Box). Dispatches by the actor's concrete capture-component class; a sphere-only param on a box (or vice versa) is a no-op and reports its <prop>_set=false. box_extent maps to the actor scale (the box capture has no extent UPROPERTY; its size derives from the transform scale). cubemap loads a UTextureCube by path and flips ReflectionSourceType to SpecifiedCubemap. Marks the capture dirty for recapture; reads every set property back.
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label or internal name of the reflection-capture actor |
influence_radius |
number | no | Sphere capture InfluenceRadius in cm (Sphere only) |
box_transition_distance |
number | no | Box capture BoxTransitionDistance (Box only) |
brightness |
number | no | Capture Brightness multiplier (clamped to [0.5, 4]) |
box_extent |
array | no | Box capture extent as actor scale [X, Y, Z] (Box only; SetActorScale3D) |
cubemap |
string | no | Path to a UTextureCube; assigning it sets ReflectionSourceType=SpecifiedCubemap |
Returns: { actor_name: string, actor_internal_name: string, capture_type: string, influence_radius_set: bool, influence_radius: number, box_transition_distance_set: bool, box_transition_distance: number, brightness_set: bool, brightness: number, box_extent_set: bool, box_extent: [number], cubemap_set: bool, cubemap: string, reflection_source_type: string, marked_dirty: bool }
set_scene_capture_2d_properties¶
Destructive, idempotent.
Sets the given CaptureSource, ProjectionType, FOVAngle, TextureTarget and bCaptureEveryFrame of the USceneCaptureComponent2D on a SceneCapture2D actor in the editor world, without capturing or saving; undoable. An invalid value fails the call, but fields applied before it stay set. Returns each field read back with a *_set flag.
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label or internal name of the SceneCapture2D actor |
capture_source |
string | no | ESceneCaptureSource (e.g. SceneColorHDR | FinalColorLDR | FinalColorHDR | SceneDepth); the SCS_ prefix is optional |
projection_type |
string | no | Projection mode, "Perspective" or "Orthographic" (case-insensitive); any other value fails the call; omit to keep the current one |
fov_angle |
number | no | Field-of-view angle in degrees (FOVAngle field) |
texture_target |
string | no | Path to a UTextureRenderTarget2D to assign |
capture_every_frame |
boolean | no | Whether the component captures every frame (bCaptureEveryFrame) |
Returns: { actor_name: string, actor_internal_name: string, capture_source_set: bool, capture_source: string, projection_type_set: bool, projection_type: string, fov_angle_set: bool, fov_angle: number, texture_target_set: bool, texture_target: string, has_render_target: bool, capture_every_frame_set: bool, capture_every_frame: bool }
set_sky_atmosphere_properties¶
Destructive, idempotent.
Set the atmosphere properties of a SkyAtmosphere actor's USkyAtmosphereComponent. Only the supplied fields change (applied_count counts them) and the reply reads every property back. Colors are [R,G,B] or [R,G,B,A].
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label/name of the target SkyAtmosphere actor. |
rayleigh_scattering |
array | no | Optional [R,G,B(,A)] Rayleigh scattering color. |
rayleigh_scattering_scale |
number | no | Optional Rayleigh scattering scale. |
mie_scattering |
array | no | Optional [R,G,B(,A)] Mie scattering color. |
mie_scattering_scale |
number | no | Optional Mie scattering scale. |
mie_anisotropy |
number | no | Optional Mie anisotropy (0..1). |
ground_albedo |
array | no | Optional [R,G,B] ground albedo as 0-255 bytes (FColor). |
bottom_radius |
number | no | Optional planet bottom radius (km). |
atmosphere_height |
number | no | Optional atmosphere height (km). |
multi_scattering_factor |
number | no | Optional multi-scattering factor (0..2). |
aerial_perspective_view_distance_scale |
number | no | Optional aerial perspective view distance scale. |
height_fog_contribution |
number | no | Optional height fog contribution (0..1). |
Returns: { actor_name: string, properties: object, applied_count: int, applied: bool }
set_sky_light_properties¶
Destructive, idempotent.
Set the properties of a SkyLight actor's USkyLightComponent: intensity, light color, indirect and volumetric intensity, lower-hemisphere color and occlusion. Only the supplied fields change (applied_count counts them) and the reply reads every property back. Colors are [R,G,B] or [R,G,B,A].
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label/name of the target SkyLight actor. |
intensity |
number | no | Optional sky light intensity. |
light_color |
array | no | Optional [R,G,B(,A)] light color (stored as FColor). |
indirect_lighting_intensity |
number | no | Optional indirect lighting intensity scale. |
volumetric_scattering_intensity |
number | no | Optional volumetric scattering intensity. |
lower_hemisphere_color |
array | no | Optional [R,G,B(,A)] lower-hemisphere color (FLinearColor). |
occlusion_tint |
array | no | Optional [R,G,B] occlusion tint as 0-255 bytes (FColor). |
occlusion_contrast |
number | no | Optional AO contrast (0..1). |
occlusion_exponent |
number | no | Optional AO exponent. |
min_occlusion |
number | no | Optional minimum occlusion (0..1). |
Returns: { actor_name: string, properties: object, applied_count: int, applied: bool }
set_volumetric_cloud_properties¶
Destructive, idempotent.
Set the properties of a VolumetricCloud actor's UVolumetricCloudComponent: layer and planet geometry, ground albedo, tracing distances and sample counts. Only the supplied fields change (applied_count counts them) and the reply reads every property back. ground_albedo is [R,G,B] in 0-255 bytes.
| Parameter | Type | Required | Description |
|---|---|---|---|
actor_name |
string | yes | Label/name of the target VolumetricCloud actor. |
layer_bottom_altitude |
number | no | Optional layer bottom altitude (km). |
layer_height |
number | no | Optional layer height (km). |
planet_radius |
number | no | Optional planet radius (km). |
ground_albedo |
array | no | Optional [R,G,B] ground albedo as 0-255 bytes (FColor). |
tracing_start_max_distance |
number | no | Optional tracing start max distance. |
tracing_max_distance |
number | no | Optional tracing max distance. |
sky_light_cloud_bottom_occlusion |
number | no | Optional sky light cloud bottom occlusion (0..1). |
view_sample_count_scale |
number | no | Optional view sample count scale. |
shadow_view_sample_count_scale |
number | no | Optional shadow view sample count scale. |
shadow_tracing_distance |
number | no | Optional shadow tracing distance (km). |
stop_tracing_transmittance_threshold |
number | no | Optional stop-tracing transmittance threshold. |
use_per_sample_atmospheric_light_transmittance |
boolean | no | Optional per-sample atmospheric light transmittance. |
Returns: { actor_name: string, properties: object, applied_count: int, applied: bool }
spawn_box_reflection_capture¶
Additive.
Spawns a BoxReflectionCapture actor into the editor world. Optionally sets the capture component's Brightness (read back), marks it dirty for recapture.
| Parameter | Type | Required | Description |
|---|---|---|---|
location |
array | no | Optional [X, Y, Z] world location (defaults to origin) |
brightness |
number | no | Optional Brightness multiplier on the capture component |
Returns: { actor_name: string, actor_internal_name: string, actor_class: string, has_component: bool, brightness_set: bool, brightness: number, spawned: bool }
spawn_exponential_height_fog¶
Additive.
Spawns an ExponentialHeightFog actor and optionally sets its fog density.
| Parameter | Type | Required | Description |
|---|---|---|---|
location |
array | no | Optional [X, Y, Z] world location (defaults to origin) |
fog_density |
number | no | Optional fog density multiplier; if supplied, applied to the component and read back |
Returns: { actor_name: string, actor_internal_name: string, actor_class: string, density_set: bool, fog_density: number, spawned: bool }
spawn_post_process_volume¶
Additive.
Spawn a new PostProcessVolume actor in the editor world at location as one undoable transaction, unbound (affecting the whole world) by default; nothing is saved. Returns actor_name (the label), actor_internal_name, unbound and enabled. Configure it with set_post_process_setting or set_post_process_color_grading.
| Parameter | Type | Required | Description |
|---|---|---|---|
location |
array | no | [X, Y, Z] world location in cm; defaults to the origin, also when fewer than 3 numbers are given. |
unbound |
boolean | no | true (default) makes the volume affect the whole world; false limits it to its brush, which this spawn leaves without geometry, so it then covers no space. |
Returns: { actor_name: string, actor_internal_name: string, actor_class: string, unbound: bool, enabled: bool, spawned: bool }
spawn_scene_capture_2d¶
Additive.
Spawns a SceneCapture2D actor into the editor world. Reports whether the capture component already has a UTextureRenderTarget2D assigned (has_render_target).
| Parameter | Type | Required | Description |
|---|---|---|---|
location |
array | no | Optional [X, Y, Z] world location (defaults to origin) |
rotation |
array | no | Optional [Pitch, Yaw, Roll] world rotation (defaults to zero) |
Returns: { actor_name: string, actor_internal_name: string, actor_class: string, has_component: bool, has_render_target: bool, spawned: bool }
spawn_sky_atmosphere¶
Additive.
Spawn a new SkyAtmosphere actor in the editor world at location (no rotation) as one undoable transaction, without checking for an existing one; nothing is saved. Returns actor_name (the label), actor_internal_name, actor_class and has_component. Tune it with set_sky_atmosphere_properties.
| Parameter | Type | Required | Description |
|---|---|---|---|
location |
array | no | [X, Y, Z] world location in cm; defaults to the origin, also when fewer than 3 numbers are given. |
Returns: { actor_name: string, actor_internal_name: string, actor_class: string, has_component: bool, spawned: bool }
spawn_sky_light¶
Additive.
Spawn a new SkyLight actor in the editor world at location (no rotation) as one undoable transaction, without checking for an existing one; nothing is saved. intensity, when given, is set on its USkyLightComponent, and recapture=true calls RecaptureSky so the light refreshes its captured sky lighting now. The reply reads intensity back from the component and names the actor (actor_name is the label). Tune an existing sky light with set_sky_light_properties; spawn_sky_atmosphere adds the atmosphere.
| Parameter | Type | Required | Description |
|---|---|---|---|
location |
array | no | Optional [X, Y, Z] world location (defaults to origin) |
intensity |
number | no | Optional SkyLight intensity multiplier; if supplied, applied to the component |
recapture |
boolean | no | If true, call RecaptureSky on the component (optional, default false) |
Returns: { actor_name: string, actor_internal_name: string, actor_class: string, intensity_set: bool, intensity: number, recaptured: bool, spawned: bool }
spawn_sphere_reflection_capture¶
Additive.
Spawns a SphereReflectionCapture actor into the editor world. Sets the sphere capture component's InfluenceRadius / Brightness if given (read back to verify), marks it dirty for recapture.
| Parameter | Type | Required | Description |
|---|---|---|---|
location |
array | no | Optional [X, Y, Z] world location (defaults to origin) |
influence_radius |
number | no | Optional InfluenceRadius (cm) for the sphere capture component |
brightness |
number | no | Optional Brightness multiplier on the capture component |
Returns: { actor_name: string, actor_internal_name: string, actor_class: string, has_component: bool, influence_radius_set: bool, influence_radius: number, brightness_set: bool, brightness: number, spawned: bool }
spawn_volumetric_cloud¶
Additive.
Spawn a new VolumetricCloud actor in the editor world at location (no rotation) as one undoable transaction, without checking for an existing one; nothing is saved. Returns actor_name (the label), actor_internal_name, actor_class and has_component. Tune it with set_volumetric_cloud_properties.
| Parameter | Type | Required | Description |
|---|---|---|---|
location |
array | no | [X, Y, Z] world location in cm; defaults to the origin, also when fewer than 3 numbers are given. |
Returns: { actor_name: string, actor_internal_name: string, actor_class: string, has_component: bool, spawned: bool }
update_reflection_captures¶
Destructive.
Rebuilds reflection-capture contents for all captures in the editor world. Marks every reflection capture dirty and runs the canonical editor rebuild path (UReflectionCaptureComponent::UpdateReflectionCaptureContents).
No parameters.
Returns: { updated: bool, capture_count: number }