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 parent

  • new_class (type(Class)): [Read-Write] The class of the new subobject that will be added

  • parent_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:

(Blueprint)

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 new_class: Class

[Read-Write] The class of the new subobject that will be added

Type:

(type(Class))

property parent_handle: SubobjectDataHandle

[Read-Write]

Type:

(SubobjectDataHandle)

property skip_mark_blueprint_modified: bool

[Read-Write] Optionally skip marking this blueprint as modified (e.g. if we’re handling that externally

Type:

(bool)