unreal.ARComponent

class unreal.ARComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: SceneComponent

ARComponent handles replication and visualization update for AR tracked geometries ARComponent is created in either multiplayer or local only environment

To customize the visualization logic, override ‘UpdateVisualization’ in Blueprint or ‘UpdateVisualization_Implementation’ in C++

To customize the replication logic, disable ‘bUseDefaultReplication’ and implement your own replication logic when the ARComponent is updated (see how ‘Update’ is implemented in the sub classes)

A MRMeshComponent will be created if mesh visualization is enabled (see UARSessionConfig::bGenerateMeshDataFromTrackedGeometry) It can be accessed via ‘GetMRMesh’ or ‘UARTrackedGeometry::GetUnderlyingMesh’

C++ Source:

  • Module: AugmentedReality

  • File: ARComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • default_mesh_material (MaterialInterface): [Read-Write] Default Mesh Material: The default material to be used for the generated mesh component. If not set, the DefaultMeshMaterial from ARSessionConfig will be used.

  • default_wireframe_mesh_material (MaterialInterface): [Read-Write] Default Wireframe Mesh Material: The default wireframe material to be used for the generated mesh component. If not set, the DefaultMeshMaterial from ARSessionConfig will be used.

  • detail_mode (DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • mobility (ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • should_update_physics_volume (bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • use_attach_parent_bound (bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • use_default_replication (bool): [Read-Write] Use Default Replication: If the default replication logic should be used for this component

  • visible (bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

get_mr_mesh() MRMeshComponent

Get MRMesh

Return type:

MRMeshComponent

receive_remove() None

Event when native representation is removed, called on server and clients.

set_native_id(native_id) None

Set Native ID

Parameters:

native_id (Guid) –

update_visualization() None

Update Visualization