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:
StructBaseSnapshot 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 actor.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: