unreal.AddNewSubobjectParams
¶
- class unreal.AddNewSubobjectParams(parent_handle: SubobjectDataHandle = [], new_class: Class = Ellipsis, blueprint_context: Blueprint = Ellipsis, skip_mark_blueprint_modified: bool = False, conform_transform_to_parent: bool = False)¶
Bases:
StructBase
Options when adding a new subobject
C++ Source:
Module: SubobjectDataInterface
File: SubobjectDataSubsystem.h
Editor Properties: (see get_editor_property/set_editor_property)
blueprint_context
(Blueprint): [Read-Write] Pointer to the blueprint context that this subobject is in. If this is null, it is assumed that this subobject is being added to an instance.conform_transform_to_parent
(bool): [Read-Write] Whether the newly created component should keep its transform, or conform it to its parentnew_class
(type(Class)): [Read-Write] The class of the new subobject that will be addedparent_handle
(SubobjectDataHandle): [Read-Write]skip_mark_blueprint_modified
(bool): [Read-Write] Optionally skip marking this blueprint as modified (e.g. if we’re handling that externally
- property blueprint_context: Blueprint¶
[Read-Write] Pointer to the blueprint context that this subobject is in. If this is null, it is assumed that this subobject is being added to an instance.
- Type:
- property conform_transform_to_parent: bool¶
[Read-Write] Whether the newly created component should keep its transform, or conform it to its parent
- Type:
(bool)
- property parent_handle: SubobjectDataHandle¶
[Read-Write]
- Type: