unreal.BuoyancyComponent

class unreal.BuoyancyComponent(outer=None, name='None')

Bases: unreal.ActorComponent

Buoyancy Component

C++ Source:

  • Plugin: Water

  • Module: Water

  • File: BuoyancyComponent.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

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

  • buoyancy_data (BuoyancyData): [Read-Write] Buoyancy Data

  • 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

  • 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

  • on_entered_water_delegate (OnPontoonEnteredWater): [Read-Write] On Entered Water Delegate

  • on_exited_water_delegate (OnPontoonExitedWater): [Read-Write] On Exited Water Delegate

  • pontoons (Array(SphericalPontoon)): [Read-Write] Pontoons deprecated: Use BuoyancyData.Pontoons instead.

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

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

get_last_water_surface_info() -> (out_water_plane_location=Vector, out_water_plane_normal=Vector, out_water_surface_position=Vector, out_water_depth=float, out_water_body_idx=int32, out_water_velocity=Vector)

Get Last Water Surface Info

Returns

out_water_plane_location (Vector):

out_water_plane_normal (Vector):

out_water_surface_position (Vector):

out_water_depth (float):

out_water_body_idx (int32):

out_water_velocity (Vector):

Return type

tuple

is_in_water_body()bool

Is in Water Body

Returns

Return type

bool

property on_entered_water_delegate

[Read-Write] On Entered Water Delegate

Type

(OnPontoonEnteredWater)

property on_exited_water_delegate

[Read-Write] On Exited Water Delegate

Type

(OnPontoonExitedWater)

on_pontoon_entered_water(pontoon)None

On Pontoon Entered Water

Parameters

pontoon (SphericalPontoon) –

on_pontoon_exited_water(pontoon)None

On Pontoon Exited Water

Parameters

pontoon (SphericalPontoon) –

property pontoons

[Read-Write] Pontoons deprecated: Use BuoyancyData.Pontoons instead.

Type

(Array(SphericalPontoon))