unreal.CEEffectorComponent

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

Bases: SceneComponent

Class used to define an effector

C++ Source:

  • Plugin: ClonerEffector

  • Module: ClonerEffector

  • File: CEEffectorComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • 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

  • channel_data (CEClonerEffectorChannelData): [Read-Only] Transient effector channel data

  • color (LinearColor): [Read-Write] Affected clones color passed over to material

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

  • detail_mode (DetailMode): [Read-Write] Set the required detail level of this component. It will be deleted or made invisible if the world’s detail level is higher, based on platform and scalability settings. For example, a detail mode of High may prevent this component from loading on mobile platforms.

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

  • enabled (bool): [Read-Write] Is this effector enabled/disabled on linked cloners

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

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

  • magnitude (float): [Read-Write] The ratio effect of the effector on clones

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • mode_name (Name): [Read-Write] Name of the shape type to use

  • 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

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

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

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • 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!

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • type_name (Name): [Read-Write] Name of the shape type to use

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

  • visualizer_component_visible (bool): [Read-Write] Visibility of the components visualizer

  • visualizer_sprite_visible (bool): [Read-Write] Toggle the sprite to visualize and click on this effector

get_active_effects() Array[CEEffectorEffectBase]

Get Active Effects

Returns:

out_effects (Array[CEEffectorEffectBase]):

Return type:

Array[CEEffectorEffectBase]

get_active_extensions() None

deprecated: ‘get_active_extensions’ was renamed to ‘get_active_effects’.

get_active_mode() CEEffectorModeBase

Get Active Mode

Return type:

CEEffectorModeBase

get_active_type() CEEffectorTypeBase

Get Active Type

Return type:

CEEffectorTypeBase

get_channel_identifier() int32

Get the effector channel identifier

Return type:

int32

get_color() LinearColor

Get Color

Return type:

LinearColor

get_enabled() bool

Get Enabled

Return type:

bool

get_extension(extension_class) CEEffectorExtensionBase

Get Extension

Parameters:

extension_class (type(Class))

Return type:

CEEffectorExtensionBase

get_magnitude() float

Get Magnitude

Return type:

float

get_mode_class()

Get Mode Class

Return type:

type(Class)

get_mode_name() Name

Get Mode Name

Return type:

Name

get_type_class()

Get Type Class

Return type:

type(Class)

get_type_name() Name

Get Type Name

Return type:

Name

get_visualizer_component_visible() bool

Get Visualizer Component Visible

Return type:

bool

get_visualizer_sprite_visible() bool

Get Visualizer Sprite Visible

Return type:

bool

set_color(color) None

Set Color

Parameters:

color (LinearColor)

set_enabled(enable) None

Set Enabled

Parameters:

enable (bool)

set_magnitude(magnitude) None

Set Magnitude

Parameters:

magnitude (float)

set_mode_class(mode_class) None

Set Mode Class

Parameters:

mode_class (type(Class))

set_mode_name(mode_name) None

Set Mode Name

Parameters:

mode_name (Name)

set_type_class(type_class) None

Set Type Class

Parameters:

type_class (type(Class))

set_type_name(type_name) None

Set Type Name

Parameters:

type_name (Name)

set_visualizer_component_visible(visible) None

Set Visualizer Component Visible

Parameters:

visible (bool)

set_visualizer_sprite_visible(visible) None

Set Visualizer Sprite Visible

Parameters:

visible (bool)