unreal.ActorComponent

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

Bases: 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] 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.

  • 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

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

  • 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

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

  • 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!

acquire_editor_element_handle(allow_create=True) ScriptTypedElementHandle

K2 Acquire Editor Component Element Handle

Parameters:

allow_create (bool) –

Return type:

ScriptTypedElementHandle

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: bool

[Read-Only] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

Type:

(bool)

component_has_tag(tag) bool

See if this component contains the supplied tag

Parameters:

tag (Name) –

Return type:

bool

property 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.

Type:

(Array[Name])

deactivate() None

Deactivates the SceneComponent.

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

Return type:

float

get_owner() Actor

Follow the Outer chain to get the AActor that ‘Owns’ this component

Return type:

Actor

is_active() bool

Returns whether the component is active or not

Returns:

The active state of the component.

Return type:

bool

is_being_destroyed() bool

Returns whether the component is in the process of being destroyed.

Return type:

bool

is_component_tick_enabled() bool

Returns whether this component has tick enabled or not

Return type:

bool

property is_editor_only: bool

[Read-Only] Is Editor Only: If true, the component will be excluded from non-editor builds

Type:

(bool)

property 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

Type:

(ActorComponentActivatedSignature)

property on_component_deactivated: ActorComponentDeactivateSignature

[Read-Write] On Component Deactivated: Called when the component has been deactivated

Type:

(ActorComponentDeactivateSignature)

receive_async_physics_tick(delta_seconds, sim_seconds) None

Event called every async physics tick if bAsyncPhysicsTickEnabled is true

Parameters:
  • delta_seconds (float) –

  • sim_seconds (float) –

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() None

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: EndPlayReason) None

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 replicate_using_registered_sub_object_list: bool

[Read-Only] 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.

Type:

(bool)

property replicates: bool

[Read-Only] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

Type:

(bool)

set_active(new_active, reset=False) None

Sets whether the component is active or not

Parameters:
  • new_active (bool) – The new active state of the component

  • reset (bool) – Whether the activation should happen even if ShouldActivate returns false.

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) –

set_tickable_when_paused(tickable_when_paused) None

Sets whether this component can tick when paused.

Parameters:

tickable_when_paused (bool) –

toggle_active() None

Toggles the active state of the component