unreal.ActorComponent
¶
- class unreal.ActorComponent(outer=None, name='None')¶
Bases:
unreal.Object
ActorComponent is the base class for components that define reusable behavior that can be added to different types of Actors. ActorComponents that have a transform are known as SceneComponents and those that can be rendered are PrimitiveComponents. see: [ActorComponent](https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Actors/Components/index.html#actorcomponents) see: USceneComponent see: UPrimitiveComponent
C++ Source:
Module: Engine
File: ActorComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- activate(reset=False) → None¶
Activates the SceneComponent, should be overridden by native child classes.
- Parameters
reset (bool) – Whether the activation should happen even if ShouldActivate returns false.
- add_tick_prerequisite_actor(prerequisite_actor) → None¶
Make this component tick after PrerequisiteActor
- Parameters
prerequisite_actor (Actor) –
- add_tick_prerequisite_component(prerequisite_component) → None¶
Make this component tick after PrerequisiteComponent.
- Parameters
prerequisite_component (ActorComponent) –
- property auto_activate¶
[Read-Only] Whether the component is activated at creation or must be explicitly activated.
- Type
(bool)
- property component_tags¶
[Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
- destroy_component(object) → None¶
Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
- Parameters
object (Object) –
- get_component_tick_interval() → float¶
Returns the tick interval for this component’s primary tick function, which is the frequency in seconds at which it will be executed
- Returns
- Return type
- get_owner() → Actor¶
Follow the Outer chain to get the AActor that ‘Owns’ this component
- Returns
- Return type
- is_active() → bool¶
Returns whether the component is active or not
- Returns
The active state of the component.
- Return type
- is_being_destroyed() → bool¶
Returns whether the component is in the process of being destroyed.
- Returns
- Return type
- is_component_tick_enabled() → bool¶
Returns whether this component has tick enabled or not
- Returns
- Return type
- property is_editor_only¶
[Read-Only] If true, the component will be excluded from non-editor builds
- Type
(bool)
- property on_component_activated¶
[Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset
- property on_component_deactivated¶
[Read-Write] Called when the component has been deactivated
- receive_begin_play() → None¶
Blueprint implementable event for when the component is beginning play, called before its owning actor’s BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
- receive_end_play(end_play_reason) → None¶
Blueprint implementable event for when the component ends play, generally via destruction or its Actor’s EndPlay.
- Parameters
end_play_reason (EndPlayReason) –
- receive_initialize_component()¶
deprecated: ‘receive_initialize_component’ was renamed to ‘receive_begin_play’.
- receive_tick(delta_seconds) → None¶
Event called every frame if tick is enabled
- Parameters
delta_seconds (float) –
- receive_uninitialize_component(end_play_reason)¶
deprecated: ‘receive_uninitialize_component’ was renamed to ‘receive_end_play’.
- remove_tick_prerequisite_actor(prerequisite_actor) → None¶
Remove tick dependency on PrerequisiteActor.
- Parameters
prerequisite_actor (Actor) –
- remove_tick_prerequisite_component(prerequisite_component) → None¶
Remove tick dependency on PrerequisiteComponent.
- Parameters
prerequisite_component (ActorComponent) –
- property replicates¶
[Read-Only] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- Type
(bool)
- set_auto_activate(new_auto_activate) → None¶
Sets whether the component should be auto activate or not. Only safe during construction scripts.
- Parameters
new_auto_activate (bool) – The new auto activate state of the component
- set_component_tick_enabled(enabled) → None¶
Set this component’s tick functions to be enabled or disabled. Only has an effect if the function is registered
- Parameters
enabled (bool) – Whether it should be enabled or not
- set_component_tick_interval(tick_interval) → None¶
Sets the tick interval for this component’s primary tick function. Does not enable the tick interval. Takes effect on next tick.
- Parameters
tick_interval (float) – The duration between ticks for this component’s primary tick function
- set_component_tick_interval_and_cooldown(tick_interval) → None¶
Sets the tick interval for this component’s primary tick function. Does not enable the tick interval. Takes effect imediately.
- Parameters
tick_interval (float) – The duration between ticks for this component’s primary tick function
- set_is_replicated(should_replicate) → None¶
Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components)
- Parameters
should_replicate (bool) –
- set_tick_group(new_tick_group) → None¶
Changes the ticking group for this component
- Parameters
new_tick_group (TickingGroup) –