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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 }