unreal.CEClonerLibrary¶
- class unreal.CEClonerLibrary(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibraryBlueprint operations for cloner
C++ Source:
Plugin: ClonerEffector
Module: ClonerEffector
File: CEClonerLibrary.h
- classmethod get_cloner_extension_classes() Set[type(Class)]¶
Retrieves all extension classes available for a cloner
- classmethod get_cloner_layout_class(layout_name) type(Class) or None¶
Retrieves the layout class from a layout name
- classmethod get_cloner_layout_classes() Set[type(Class)]¶
Retrieves all layout classes available for a cloner
- classmethod get_cloner_layout_name(layout_class) Name or None¶
Retrieves the layout name from a layout class
- classmethod get_cloner_layout_names() Set[Name] or None¶
Retrieves all the layout names
- classmethod set_cloner_layout_by_class(world_context, latent_info, cloner, layout_class) -> (out_success=bool, out_layout=CEClonerLayoutBase)¶
Sets the active layout of a cloner and wait until the layout is loaded and active
- Parameters:
world_context (Object) – World context object
latent_info (LatentActionInfo) – Latent action info
cloner (CEClonerComponent) – Target cloner component
- Returns:
out_success (bool): [Out] True when the layout class is set
out_layout (CEClonerLayoutBase): [Out] Layout object corresponding to the layout class
- Return type:
tuple
- classmethod set_cloner_layout_by_name(world_context, latent_info, cloner, layout_name) -> (out_success=bool, out_layout=CEClonerLayoutBase)¶
Sets the active layout of a cloner and wait until the layout is loaded and active
- Parameters:
world_context (Object) – World context object
latent_info (LatentActionInfo) – Latent action info
cloner (CEClonerComponent) – Target cloner component
layout_name (Name) – Cloner layout name
- Returns:
out_success (bool): [Out] True when the layout class is set
out_layout (CEClonerLayoutBase): [Out] Layout object corresponding to the layout class
- Return type:
tuple