unreal.AvaShapeDynamicMeshBase

class unreal.AvaShapeDynamicMeshBase(outer: Object | None = None, name: Name | str = 'None')

Bases: ActorComponent

Ava Shape Dynamic Mesh Base

C++ Source:

  • Plugin: Avalanche

  • Module: AvalancheShapes

  • File: AvaShapeDynMeshBase.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

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

  • mesh_datas (Map[int32, AvaShapeMeshData]): [Read-Write] Meshes used for the current shape sections

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

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

  • replicate_using_registered_sub_object_list (bool): [Read-Write] 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] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • size_type (SizeType): [Read-Write] the type of size you want to handle

  • uniform_scaled_size (float): [Read-Write] Uniform scaled size of the mesh

  • use_primary_material_everywhere (bool): [Read-Write] use primary material for every slot available

get_allow_edit_size() bool

Can we change the size of this shape

Return type:

bool

get_material(mesh_index) MaterialInterface

Get the material of a mesh section

Parameters:

mesh_index (int32)

Return type:

MaterialInterface

get_material_type(mesh_index) MaterialType

Get Material Type

Parameters:

mesh_index (int32)

Return type:

MaterialType

get_material_uv_params(mesh_index) AvaShapeMaterialUVParameters

Get Material UVParams

Parameters:

mesh_index (int32)

Return type:

AvaShapeMaterialUVParameters

get_mesh_section_names() Array[Name]

Returns the name of the sections composing this mesh

Return type:

Array[Name]

get_override_primary_uv_params(mesh_index) bool

Get Override Primary UVParams

Parameters:

mesh_index (int32)

Return type:

bool

get_parametric_material(mesh_index) AvaShapeParametricMaterial

Get parametric material of a mesh section

Parameters:

mesh_index (int32)

Return type:

AvaShapeParametricMaterial

get_size2d() Vector2D

Get Size 2D

Return type:

Vector2D

get_size3d() Vector

Get Size 3D

Return type:

Vector

get_uniform_scaled_size() float

Get Uniform Scaled Size

Return type:

float

get_use_primary_material_everywhere() bool

Get Use Primary Material Everywhere

Return type:

bool

is_mesh_section_visible(index) bool

Checks if a mesh section is currently visible

Parameters:

index (int32)

Return type:

bool

is_valid_mesh_index(mesh_index) bool

Checks if the mesh section is valid

Parameters:

mesh_index (int32)

Return type:

bool

set_material(mesh_index, new_material) None

Set the material of a mesh section

Parameters:
set_material_type(mesh_index, type) None

Set Material Type

Parameters:
set_material_uv_params(mesh_index, params) None

Set Material UVParams

Parameters:
set_override_primary_uv_params(mesh_index, override) None

Use custom uv params per mesh section instead of using the primary one

Parameters:
  • mesh_index (int32)

  • override (bool)

set_parametric_material(mesh_index, new_material_params) None

Set parametric material of a section, internal materials are not copied over, only settings

Parameters:
set_size2d(size2d) None

Set Size 2D

Parameters:

size2d (Vector2D)

set_size3d(size) None

Set Size 3D

Parameters:

size (Vector)

set_uniform_scaled_size(size) None

Set Uniform Scaled Size

Parameters:

size (float)

set_use_primary_material_everywhere(use) None

Set Primary material override

Parameters:

use (bool)

toggle_gizmo(gizmo_component, show_as_gizmo=True) None

Whether to show the callee as a gizmo or not

Parameters: