unreal.CelestialVaultDaySequenceActor

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

Bases: DaySequenceActor

Celestial Vault Day Sequence Actor

C++ Source:

  • Plugin: CelestialVault

  • Module: CelestialVault

  • File: CelestialVaultDaySequenceActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Write] The GUID for this actor; this guid will be the same for actors from instanced streaming levels. see: ActorInstanceGuid, FActorInstanceGuidMapper note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults. See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.

  • actor_instance_guid (Guid): [Read-Write] The instance GUID for this actor; this guid will be unique for actors from instanced streaming levels. see: ActorGuid note: This is not guaranteed to be valid during PostLoad, but safe to access from RegisterAllComponents.

  • adjust_sky_atmosphere_fade_max_altitude (float): [Read-Write] For visualization at high altitudes, using the theoretical ellipsoidal radius below the camera is not sufficient, as we can see other areas of the earth. Between the AdjustSkyAtmosphereFadeMinAltitude and AdjustSkyAtmosphereFadeMaxAltitude values, we’ll progressly scale the SkyAtmosphere radius toward the Ellipsoid major radius to avoid artifacts

  • adjust_sky_atmosphere_fade_min_altitude (float): [Read-Write] For visualization at high altitudes, using the theoretical ellipsoidal radius below the camera is not sufficient, as we can see other areas of the earth. Between the AdjustSkyAtmosphereFadeMinAltitude and AdjustSkyAtmosphereFadeMaxAltitude values, we’ll progressly scale the SkyAtmosphere radius toward the Ellipsoid major radius to avoid artifacts

  • adjust_sky_atmosphere_to_local_radius (bool): [Read-Write] Make sure the SkyAtmosphere is dynamically adjusted to the local ellipsoid radius. (Not needed for applications staying close to the Origin).

    If true, the system will track the current viewport camera location, extract its Latitude, and adjust the radius of the SkyAtmosphere to the expected ellipsoidal radius This is a trick to have the round SkyAtmosphere fitting with the Earth surface wherever you’re located on Earth

  • allow_tick_before_begin_play (bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).

  • async_physics_tick_enabled (bool): [Read-Write] Whether to use use the async physics tick with this actor.

  • auto_destroy_when_finished (bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.

  • bias (int32): [Read-Write] User-defined bias to apply to sequences in DaySequenceCollection.

  • binding_overrides (MovieSceneBindingOverrides): [Read-Write] Mapping of actors to override the sequence bindings with

  • block_input (bool): [Read-Write] If true, all input on the stack below this actor will not be considered

  • call_pre_replication (bool): [Read-Write]

  • call_pre_replication_for_replay (bool): [Read-Write]

  • can_be_damaged (bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • celestial_star_catalog (DataTable): [Read-Write] A Datatable containing a Celestial Star Catalog data

  • celestial_vault_component (SceneComponent): [Read-Only]

  • celestial_vault_distance (double): [Read-Write] We generate the sky elements the “Platon” way, using a sphere surrounding the Earth. This is the radius of this sphere. Make sure it’s not too small to avoid parallax effects

  • celestial_vault_mpc (MaterialParameterCollection): [Read-Write]

  • compass_component (StaticMeshComponent): [Read-Only]

  • content_bundle_guid (Guid): [Read-Write] The GUID for this actor’s content bundle.

  • custom_time_dilation (float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • data_layer_assets (Array[DataLayerAsset]): [Read-Write] DataLayers assets the actor belongs to.

  • data_layers (Array[ActorDataLayer]): [Read-Write] deprecated: Use DataLayerAssets instead.

  • day (int32): [Read-Write] Current Day

  • day_interp_curve (CurveFloat): [Read-Write] User-provided interpolation curve that maps day cycle times to desired cycle times (usually from 0-24 hours). When disabled, the cycle will interpolate linearly.

  • day_length (DaySequenceTime): [Read-Write] How long a single day cycle is

  • day_sequence_collections (Array[DaySequenceCollectionAsset]): [Read-Write]

  • daylight_savings_end (DaylightSavingsRule): [Read-Write] Rule that applies to determine the Daylight Saving ending day

  • daylight_savings_mode (DaylightSavingsMode): [Read-Write] Define how the Daylight Savings are taken into consideration

  • daylight_savings_start (DaylightSavingsRule): [Read-Write] Rule that applies to determine the Daylight Saving stating day

  • daylight_savings_switch_hour (int32): [Read-Write] Time of day when the new Daylight savings actually apply

  • deep_sky_component (StaticMeshComponent): [Read-Only]

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • enable_auto_lod_generation (bool): [Read-Write] Whether this actor should be considered or not during HLOD generation.

  • exponential_height_fog_component (ExponentialHeightFogComponent): [Read-Only]

  • external_data_layer_asset (ExternalDataLayerAsset): [Read-Only]

  • fictional_star_catalog (DataTable): [Read-Write] A Datatable containing a Fictional Star Catalog data

  • find_camera_component_when_view_target (bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • global_post_process_volume (PostProcessComponent): [Read-Only]

  • gmst0_unwrapped (double): [Read-Write] Greenwich Mean Sidereal Time at corresponding to a 0 Time of Day (midnight in the morning) for the selected Date.

  • gmt_time_zone (double): [Read-Write] Current Time Zone

  • hidden (bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • hlod_layer (HLODLayer): [Read-Write] The UHLODLayer in which this actor should be included.

  • ignores_origin_shifting (bool): [Read-Write] Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • initial_time_of_day (DaySequenceTime): [Read-Write] The initial time that the day cycle will start at

  • input_priority (int32): [Read-Write] The priority of this input component when pushed in to the stack.

  • instigator (Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.

  • is_editor_only_actor (bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • is_main_world_only (bool): [Read-Write] If checked, this Actor will only get loaded in a main world (persistent level), it will not be loaded through Level Instances.

  • is_spatially_loaded (bool): [Read-Write] Determine if this actor is spatially loaded when placed in a partitioned world.

    If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.

  • keep_planets_infos (bool): [Read-Write] If true, the Stars information will be kept in memory and queryable at runtime

  • keep_stars_info (bool): [Read-Write] If true, the Stars information will be kept in memory and queryable at runtime

  • latitude (double): [Read-Write] Latitude of Level Origin on planet

  • layers (Array[Name]): [Read-Write] Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.

  • level_is_geocentric (bool): [Read-Write] if true, the UE origin is located at the Planet Center (ECEF) otherwise, if false, the UE origin is assuming to be defined at one specific point of the planet surface, defined by the Latitude and Longitude properties.

  • longitude (double): [Read-Write] Longitude of Level Origin on planet

  • manual_control (bool): [Read-Write] If true, the moon Age (Phase) and location can be overriden

  • max_visible_magnitude (float): [Read-Write] All stars from the catalog with a Magnitude dimmer than this threshold won’t be generated - Usually 6 is the naked eye visibility limit

  • migrating_asset (bool): [Read-Write] If true, this actor can be migrated to another server even if it’s been loaded from disk

  • min_net_update_frequency (float): [Read-Write]

  • month (Month): [Read-Write] Current Month

  • moon_age (float): [Read-Write] Lunar age. 0 = New Moon, 0.25 = First quarter, 0.5 = Full Moon, 1 = Next New Mo

  • moon_disc_component (StaticMeshComponent): [Read-Only]

  • moon_light_component (DirectionalLightComponent): [Read-Only]

  • moon_light_intensity (float): [Read-Write] Base Moonlight Intensity (for Full Moon) Typically 0.1 Lux, up to 0.32 Lux when the moon is at its perigee (SuperMoon)

  • moon_offset_dec (float): [Read-Write] When faking the moon location, we need to give a location relative to the sun This is a way to control this “Vertically” using an offset in Declination.

  • moon_offset_ra (float): [Read-Write] When faking the moon location, we need to give a location relative to the sun This is a way to control this “Horizontally” using an offset in Right Ascension.

    Ex: if MoonOffset_RA is 4, the moon will set 4 hours after the sun, so will be visible only the 4 first hours of the night. Be mindful, it should normally be correlated with the phase.

    (if HoursBehindSun < 12, we are ~1st quarter, so Age should be < 0.5, and if 12< < 24 age should be > 0.5)

    Any combination is possible, but manual control can lead to inconsistencies.

  • moon_scale (float): [Read-Write] Factor to artificially increase the Moon size

  • moon_vault_percentage (double): [Read-Write] Percentage of the CelestialVaultDistance at which the Moons are created

  • net_cull_distance_squared (float): [Read-Write]

  • net_dormancy (NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write]

  • net_use_owner_relevancy (bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • north_offset (double): [Read-Write] North Offset

    In most cases, this value is supposed to be 0. But in some architecture cases, where the input geometry is aligned to the building main directions and not to the East/North axes, this value helps rotate artificially the celestial vault to accomodate for this offset.

  • north_offset_component (SceneComponent): [Read-Only]

  • observer_based_effects_movement_threshold (float): [Read-Write] Some effects are based on the Observer location. (SkyAtmosphere Radius, Light Directions, DeepSky Parallax-avoidance Location) We don’t need to adjust them every frame, so we trigger an update only if the observer has moved by more than this threshold since the last update.

    FYI, on earth, a rough order of magnitude says that the ellipsoid radius changes by 2.2 meters each km. It’s fine to adjust the radius only if we have moved by some dozens of km…

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_released (ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.

  • on_time_of_day_preview_changed (OnTimeOfDayPreviewChanged): [Read-Write] Blueprint exposed delegate invoked when the TimeOfDayPreview property is changed.

  • only_relevant_to_owner (bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • physics_replication_mode (PhysicsReplicationMode): [Read-Write] Which mode to replicate physics through for this actor. Only relevant if the actor replicates movement and has a component that simulate physics.

  • pivot_offset (Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor

  • planet_center_component (SceneComponent): [Read-Only]

  • planet_center_transform (Transform): [Read-Only] Transform to apply to the planet to have it located tangent to the Origin

  • planets (Array[PlanetaryBody]): [Read-Write] Array of the created planetary bodies, with all their computed information - Only populated if KeepPlanetsInfos is true

  • planets_catalog (DataTable): [Read-Write] The Data Catalog containing all Planets data

  • planets_component (InstancedStaticMeshComponent): [Read-Only]

  • planets_scale (float): [Read-Write] Factor to artificially increase the Planetary bodies size

  • planets_vault_percentage (double): [Read-Write] Percentage of the CelestialVaultDistance at which the Planets are created

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

  • relevant_for_level_bounds (bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • remote_role (NetRole): [Read-Only] Describes how much control the remote machine has over the actor.

  • replay_rewindable (bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors

  • replicate_playback (bool): [Read-Write] If true, playback of this sequence on the server will be synchronized across other clients

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.

  • replicated_movement (RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()

  • role (NetRole): [Read-Only] Describes how much control the local machine has over the actor.

  • root_component (SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • run_day_cycle (bool): [Read-Write] Whether or not to run a day cycle. If this is unchecked the day cycle will remain fixed at the time specified by the Initial Time setting

  • runtime_grid (Name): [Read-Write] Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.

  • sequence_loop_count (int32): [Read-Only] At runtime, if we cycle over more than one day, we increase this one

  • sequence_update_interval (float): [Read-Write]

  • sky_atmosphere_component (SkyAtmosphereComponent): [Read-Only]

  • sky_light_component (SkyLightComponent): [Read-Only]

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • sprite_scale (float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • stars (Array[StellarBody]): [Read-Write] Array of the created Stars information - Only populated if KeepStarsInfo is true

  • stars_component (InstancedStaticMeshComponent): [Read-Only]

  • stars_vault_percentage (double): [Read-Write] Percentage of the CelestialVaultDistance at which the Stars are created

  • sun_light_component (DirectionalLightComponent): [Read-Only]

  • sun_light_intensity (float): [Read-Write] Base Sun Intensity Typically 120000 Lux

  • tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing.

  • time_of_day_preview (DaySequenceTime): [Read-Write] Sets the time of day to preview in the editor. Does not affect the start time at runtime. Can be used as the initial time of day in PIE if bOverrideInitialTimeOfDay is true.

  • time_per_cycle (DaySequenceTime): [Read-Write] How long does it take for a day cycle to complete in world time. If this is the same value as day duration that means real world time is used

  • topocentric_sidereal_component (SceneComponent): [Read-Only]

  • topocentric_vault_component (SceneComponent): [Read-Only]

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

  • use_current_date (bool): [Read-Write] If true, ignore the Year Month Day value and use the current system Date

  • use_interp_curve (bool): [Read-Write]

  • velocity_vectors_proxy_component (StaticMeshComponent): [Read-Only] Because the Deep Sky material is set to IsSky to be included in the SkyLight capture, it doesn’t write any velocity vector, creating visual artifacts (streaks) when the vault rotates fast. This component use a simple opaque material to write the velocities and have the background behaving correctly when the vault rotates quickly.

  • volumetric_cloud_component (VolumetricCloudComponent): [Read-Only]

  • year (int32): [Read-Write] Current Year

property adjust_sky_atmosphere_fade_max_altitude: float

[Read-Write] For visualization at high altitudes, using the theoretical ellipsoidal radius below the camera is not sufficient, as we can see other areas of the earth. Between the AdjustSkyAtmosphereFadeMinAltitude and AdjustSkyAtmosphereFadeMaxAltitude values, we’ll progressly scale the SkyAtmosphere radius toward the Ellipsoid major radius to avoid artifacts

Type:

(float)

property adjust_sky_atmosphere_fade_min_altitude: float

[Read-Write] For visualization at high altitudes, using the theoretical ellipsoidal radius below the camera is not sufficient, as we can see other areas of the earth. Between the AdjustSkyAtmosphereFadeMinAltitude and AdjustSkyAtmosphereFadeMaxAltitude values, we’ll progressly scale the SkyAtmosphere radius toward the Ellipsoid major radius to avoid artifacts

Type:

(float)

property adjust_sky_atmosphere_to_local_radius: bool

[Read-Write] Make sure the SkyAtmosphere is dynamically adjusted to the local ellipsoid radius. (Not needed for applications staying close to the Origin).

If true, the system will track the current viewport camera location, extract its Latitude, and adjust the radius of the SkyAtmosphere to the expected ellipsoidal radius This is a trick to have the round SkyAtmosphere fitting with the Earth surface wherever you’re located on Earth

Type:

(bool)

property celestial_star_catalog: DataTable

[Read-Write] A Datatable containing a Celestial Star Catalog data

Type:

(DataTable)

property celestial_vault_component: SceneComponent

[Read-Only]

Type:

(SceneComponent)

property celestial_vault_distance: float

[Read-Write] We generate the sky elements the “Platon” way, using a sphere surrounding the Earth. This is the radius of this sphere. Make sure it’s not too small to avoid parallax effects

Type:

(double)

property celestial_vault_mpc: MaterialParameterCollection

[Read-Only]

Type:

(MaterialParameterCollection)

property compass_component: StaticMeshComponent

[Read-Only]

Type:

(StaticMeshComponent)

compute_current_moon_info() PlanetaryBody

Returns the Celestial Info for the Moon, at current the Date and Time

Return type:

PlanetaryBody

compute_current_sun_info() StellarBody

Returns the Celestial Info for the Sun, at current the Date and Time

Return type:

StellarBody

compute_moon_info(julian_date) PlanetaryBody

Returns the Celestial Info for the Moon, at a specific Julian Date

Parameters:

julian_date (double)

Return type:

PlanetaryBody

compute_moon_info_using_known_state(julian_date, earth_kinematic_state) PlanetaryBody

Returns the Celestial Info for the Moon, at a specific Julian Date

Parameters:
Return type:

PlanetaryBody

compute_sun_info(julian_date) StellarBody

Returns the Celestial Info for the Sun, at a specific Julian Date

Parameters:

julian_date (double)

Return type:

StellarBody

compute_sun_info_using_known_state(julian_date, earth_kinematic_state) StellarBody

Returns the Celestial Info for the Sun, at a specific Julian Date

Parameters:
Return type:

StellarBody

property day: int

[Read-Write] Current Day

Type:

(int32)

property daylight_savings_end: DaylightSavingsRule

[Read-Write] Rule that applies to determine the Daylight Saving ending day

Type:

(DaylightSavingsRule)

property daylight_savings_mode: DaylightSavingsMode

[Read-Write] Define how the Daylight Savings are taken into consideration

Type:

(DaylightSavingsMode)

property daylight_savings_start: DaylightSavingsRule

[Read-Write] Rule that applies to determine the Daylight Saving stating day

Type:

(DaylightSavingsRule)

property daylight_savings_switch_hour: int

[Read-Write] Time of day when the new Daylight savings actually apply

Type:

(int32)

property deep_sky_component: StaticMeshComponent

[Read-Only]

Type:

(StaticMeshComponent)

property exponential_height_fog_component: ExponentialHeightFogComponent

[Read-Only]

Type:

(ExponentialHeightFogComponent)

property fictional_star_catalog: DataTable

[Read-Write] A Datatable containing a Fictional Star Catalog data

Type:

(DataTable)

get_celestial_vault_angle(time_of_day) double

Returns the Vault Angle for a specific time - This is the GMST angle…

Parameters:

time_of_day (double)

Return type:

double

get_closest_planetary_body(start_position, lookup_direction, threshold_angle_degree) (found_planetary_body_info=PlanetaryBody, body_transform=Transform) or None

Return the Celestial Information of the Planetary Body (moon, planet) closest to a specific direction, within an angle threshold

Parameters:
  • start_position (Vector)

  • lookup_direction (Vector)

  • threshold_angle_degree (double)

Returns:

found_planetary_body_info (PlanetaryBody):

body_transform (Transform):

Return type:

tuple or None

get_closest_star(observer_location, lookup_direction, threshold_angle_degree) (found_star_info=StellarBody, star_transform=Transform) or None

Return the Celestial Information of the Star closest to a specific direction, within an angle threshold

Parameters:
  • observer_location (Vector)

  • lookup_direction (Vector)

  • threshold_angle_degree (double)

Returns:

found_star_info (StellarBody):

star_transform (Transform):

Return type:

tuple or None

get_date() DateTime

Returns the current defined day, without any Time, because the Time will be controlled by the DaySequence Time of day - Uses “Now” or the Year/Month/Day properties

Return type:

DateTime

get_date_and_time() DateTime

Returns the current defined day, with the Time defined by the DaySequence Time of day

Return type:

DateTime

get_julian_date() double

Returns the current defined day, with the Time defined by the DaySequence Time of day

Return type:

double

get_planetary_body_by_vsop87_type(vsop87_type) (found_planetary_body_info=PlanetaryBody, body_transform=Transform) or None

Return the Celestial Information of a specific Planetary Body (by its orbit type)

Parameters:

vsop87_type (VSOP87BodyType)

Returns:

found_planetary_body_info (PlanetaryBody):

body_transform (Transform):

Return type:

tuple or None

property global_post_process_volume: PostProcessComponent

[Read-Only]

Type:

(PostProcessComponent)

property gmst0_unwrapped: float

[Read-Only] Greenwich Mean Sidereal Time at corresponding to a 0 Time of Day (midnight in the morning) for the selected Date.

Type:

(double)

property gmt_time_zone: float

[Read-Write] Current Time Zone

Type:

(double)

is_daylight_savings_at_time_of_day(time_of_day) bool

Return true if the current Date Celestial Vault Actor with an arbitrary Time of day is inside the Daylight savings period

Parameters:

time_of_day (double)

Return type:

bool

is_daylight_savings_now() bool

Return true if the current Date and Time of the Celestial Vault Actor is inside the Daylight savings period

Return type:

bool

property keep_planets_infos: bool

[Read-Write] If true, the Stars information will be kept in memory and queryable at runtime

Type:

(bool)

property keep_stars_info: bool

[Read-Write] If true, the Stars information will be kept in memory and queryable at runtime

Type:

(bool)

property latitude: float

[Read-Write] Latitude of Level Origin on planet

Type:

(double)

property level_is_geocentric: bool

[Read-Write] if true, the UE origin is located at the Planet Center (ECEF) otherwise, if false, the UE origin is assuming to be defined at one specific point of the planet surface, defined by the Latitude and Longitude properties.

Type:

(bool)

property longitude: float

[Read-Write] Longitude of Level Origin on planet

Type:

(double)

property manual_control: bool

[Read-Write] If true, the moon Age (Phase) and location can be overriden

Type:

(bool)

property max_visible_magnitude: float

[Read-Write] All stars from the catalog with a Magnitude dimmer than this threshold won’t be generated - Usually 6 is the naked eye visibility limit

Type:

(float)

property month: Month

[Read-Write] Current Month

Type:

(Month)

property moon_age: float

[Read-Write] Lunar age. 0 = New Moon, 0.25 = First quarter, 0.5 = Full Moon, 1 = Next New Mo

Type:

(float)

property moon_disc_component: StaticMeshComponent

[Read-Only]

Type:

(StaticMeshComponent)

property moon_light_component: DirectionalLightComponent

[Read-Only]

Type:

(DirectionalLightComponent)

property moon_light_intensity: float

[Read-Write] Base Moonlight Intensity (for Full Moon) Typically 0.1 Lux, up to 0.32 Lux when the moon is at its perigee (SuperMoon)

Type:

(float)

property moon_offset_dec: float

[Read-Write] When faking the moon location, we need to give a location relative to the sun This is a way to control this “Vertically” using an offset in Declination.

Type:

(float)

property moon_offset_ra: float

[Read-Write] When faking the moon location, we need to give a location relative to the sun This is a way to control this “Horizontally” using an offset in Right Ascension.

Ex: if MoonOffset_RA is 4, the moon will set 4 hours after the sun, so will be visible only the 4 first hours of the night. Be mindful, it should normally be correlated with the phase.

(if HoursBehindSun < 12, we are ~1st quarter, so Age should be < 0.5, and if 12< < 24 age should be > 0.5)

Any combination is possible, but manual control can lead to inconsistencies.

Type:

(float)

property moon_scale: float

[Read-Write] Factor to artificially increase the Moon size

Type:

(float)

property moon_vault_percentage: float

[Read-Write] Percentage of the CelestialVaultDistance at which the Moons are created

Type:

(double)

property north_offset: float

[Read-Only] North Offset

In most cases, this value is supposed to be 0. But in some architecture cases, where the input geometry is aligned to the building main directions and not to the East/North axes, this value helps rotate artificially the celestial vault to accomodate for this offset.

Type:

(double)

property north_offset_component: SceneComponent

[Read-Only]

Type:

(SceneComponent)

property observer_based_effects_movement_threshold: float

[Read-Write] Some effects are based on the Observer location. (SkyAtmosphere Radius, Light Directions, DeepSky Parallax-avoidance Location) We don’t need to adjust them every frame, so we trigger an update only if the observer has moved by more than this threshold since the last update.

FYI, on earth, a rough order of magnitude says that the ellipsoid radius changes by 2.2 meters each km. It’s fine to adjust the radius only if we have moved by some dozens of km…

Type:

(float)

property planet_center_component: SceneComponent

[Read-Only]

Type:

(SceneComponent)

property planet_center_transform: Transform

[Read-Only] Transform to apply to the planet to have it located tangent to the Origin

Type:

(Transform)

property planets: None

[Read-Only] Array of the created planetary bodies, with all their computed information - Only populated if KeepPlanetsInfos is true

Type:

(Array[PlanetaryBody])

property planets_catalog: DataTable

[Read-Write] The Data Catalog containing all Planets data

Type:

(DataTable)

property planets_component: InstancedStaticMeshComponent

[Read-Only]

Type:

(InstancedStaticMeshComponent)

property planets_scale: float

[Read-Write] Factor to artificially increase the Planetary bodies size

Type:

(float)

property planets_vault_percentage: float

[Read-Write] Percentage of the CelestialVaultDistance at which the Planets are created

Type:

(double)

rebuild_all() None

Rebuild All

property sequence_loop_count: int

[Read-Only] At runtime, if we cycle over more than one day, we increase this one

Type:

(int32)

set_moon_disc_age(moon_age) None

Manually set the Moon Age (Phase)

Parameters:

moon_age (float)

property sky_atmosphere_component: SkyAtmosphereComponent

[Read-Only]

Type:

(SkyAtmosphereComponent)

property sky_light_component: SkyLightComponent

[Read-Only]

Type:

(SkyLightComponent)

property stars: None

[Read-Only] Array of the created Stars information - Only populated if KeepStarsInfo is true

Type:

(Array[StellarBody])

property stars_component: InstancedStaticMeshComponent

[Read-Only]

Type:

(InstancedStaticMeshComponent)

property stars_vault_percentage: float

[Read-Write] Percentage of the CelestialVaultDistance at which the Stars are created

Type:

(double)

stop() None

Reset the sequence to its initial state: Initial Day + Initial Time of Day

property sun_light_component: DirectionalLightComponent

[Read-Only]

Type:

(DirectionalLightComponent)

property sun_light_intensity: float

[Read-Write] Base Sun Intensity Typically 120000 Lux

Type:

(float)

property topocentric_sidereal_component: SceneComponent

[Read-Only]

Type:

(SceneComponent)

property topocentric_vault_component: SceneComponent

[Read-Only]

Type:

(SceneComponent)

property use_current_date: bool

[Read-Write] If true, ignore the Year Month Day value and use the current system Date

Type:

(bool)

property velocity_vectors_proxy_component: StaticMeshComponent

[Read-Only] Because the Deep Sky material is set to IsSky to be included in the SkyLight capture, it doesn’t write any velocity vector, creating visual artifacts (streaks) when the vault rotates fast. This component use a simple opaque material to write the velocities and have the background behaving correctly when the vault rotates quickly.

Type:

(StaticMeshComponent)

property volumetric_cloud_component: VolumetricCloudComponent

[Read-Only]

Type:

(VolumetricCloudComponent)

property year: int

[Read-Write] Current Year

Type:

(int32)