unreal.ActorDesc
¶
- class unreal.ActorDesc(guid: Guid = [], native_class: Class = Ellipsis, class_: SoftObjectPath = Ellipsis, name: Name = 'None', label: Name = 'None', bounds: Box = Ellipsis, runtime_grid: Name = 'None', is_spatially_loaded: bool = False, actor_is_editor_only: bool = False, actor_package: Name = 'None', actor_path: Name = 'None', data_layer_assets: None = [])¶
Bases:
StructBase
Snapshot of an actor descriptor, which represents the state of an actor on disk. The actor may or may not be loaded.
C++ Source:
Module: Engine
File: WorldPartitionBlueprintLibrary.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_is_editor_only
(bool): [Read-Only] Actor’s editor-only property.actor_package
(Name): [Read-Only] Actor’s package name.actor_path
(Name): [Read-Only] Actor’s path name.bounds
(Box): [Read-Only] Streaming bounds of this actor.class_
(SoftObjectPath): [Read-Only] Actor class, can point to a native or Blueprint class and may be redirected.data_layer_assets
(Array[SoftObjectPath]): [Read-Only] Actor’s data layer assets.guid
(Guid): [Read-Only] The actor GUID of this descriptor.is_spatially_loaded
(bool): [Read-Only] Actor’s streaming state.label
(Name): [Read-Only] Actor’s label.name
(Name): [Read-Only] Internal name of the acgor.native_class
(type(Class)): [Read-Only] Actor first native class.runtime_grid
(Name): [Read-Only] Actor’s target runtime grid.
- property class_: SoftObjectPath¶
[Read-Only] Actor class, can point to a native or Blueprint class and may be redirected.
- Type: