unreal.BoundsCopyComponent
¶
- class unreal.BoundsCopyComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
Component used to copy the bounds of another Actor.
C++ Source:
Module: Engine
File: BoundsCopyComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.bounds_source_actor
(Actor): [Read-Write] Actor to copy the bounds from to set up the transform.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_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 classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildskeep_own_bounds_scale
(bool): [Read-Write] If true, the actor’s scale will be changed so that after adjustment, its own bounds match the source bounds.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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!use_colliding_components_for_own_bounds
(bool): [Read-Write] If true, the actor’s own bounds will include its colliding components bounds.use_colliding_components_for_source_bounds
(bool): [Read-Write] If true, the source actor’s bounds will include its colliding components bounds.