unreal.CelestialVaultDaySequenceActor¶
- class unreal.CelestialVaultDaySequenceActor(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
DaySequenceActorCelestial 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.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 withblock_input(bool): [Read-Write] If true, all input on the stack below this actor will not be consideredcall_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 performancecelestial_star_catalog(DataTable): [Read-Write] A Datatable containing a Celestial Star Catalog datacelestial_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 effectscontent_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-Only] DataLayers the actor belongs to.day(int32): [Read-Write] Current Dayday_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 isday_sequence_collections(Array[DaySequenceCollectionAsset]): [Read-Write]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 datafind_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: UpdateOverlapsMethodDuringLevelStreamingglobal_post_process_volume(PostProcessComponent): [Read-Only]gmst_at_tod_0(double): [Read-Only] 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 Zonehidden(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 atinput_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_daylight_savings(bool): [Read-Write] Set to true if your current date is during the DST periodis_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 buildsis_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 runtimekeep_stars_info(bool): [Read-Write] If true, the Stars information will be kept in memory and queryable at runtimelatitude(double): [Read-Write] Latitude of Level Origin on planetlayers(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.longitude(double): [Read-Write] Longitude of Level Origin on planetmanual_control(bool): [Read-Write] If true, the moon Age (Phase) and location can be overridenmax_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 limitmigrating_asset(bool): [Read-Write] If true, this actor can be migrated to another server even if it’s been loaded from diskmin_net_update_frequency(float): [Read-Write]month(int32): [Read-Write] Current Monthmoon_age(float): [Read-Write] Lunar age. 0 = New Moon, 0.25 = First quarter, 0.5 = Full Moon, 1 = Next New Momoon_body_info(PlanetaryBodyInfo): [Read-Write] Celestial Info for the Moon, at the beginning of the Daymoon_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 it’s 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 sizemoon_vault_percentage(double): [Read-Write] Percentage of the CelestialVaultDistance at which the Moons are creatednet_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 loadnet_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 replicatenet_update_frequency(float): [Read-Write]net_use_owner_relevancy(bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriorityon_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 editorplanet_center_component(SceneComponent): [Read-Only]planet_center_transform(Transform): [Read-Only] Transform to apply to the planet to have it located tangent to the Originplanets_catalog(DataTable): [Read-Write] The Data Catalog containing all Planets dataplanets_component(InstancedStaticMeshComponent): [Read-Only]planets_infos(Array[PlanetaryBodyInfo]): [Read-Write] Array of the created planetary bodies, with all their computed information - Only populated if KeepPlanetsInfos is trueplanets_scale(float): [Read-Write] Factor to artificially increase the Planetary bodies sizeplanets_vault_percentage(double): [Read-Write] Percentage of the CelestialVaultDistance at which the Planets are createdprimary_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 IsLevelBoundsRelevantremote_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/Actorsreplicate_playback(bool): [Read-Write] If true, playback of this sequence on the server will be synchronized across other clientsreplicate_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 velocityreplicates(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 somehowrun_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 settingruntime_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_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_component(InstancedStaticMeshComponent): [Read-Only]stars_info(Array[StarInfo]): [Read-Write] Array of the created Stars information - Only populated if KeepStarsInfo is truestars_vault_percentage(double): [Read-Write] Percentage of the CelestialVaultDistance at which the Stars are createdsun_info(SunInfo): [Read-Write] Celestial Info for the Sun, at the beginning of the Daysun_light_component(DirectionalLightComponent): [Read-Only]sun_light_intensity(float): [Read-Write] Base Sun Intensity Typically 120000 Luxtags(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 usedupdate_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 Dateuse_interp_curve(bool): [Read-Write]volumetric_cloud_component(VolumetricCloudComponent): [Read-Only]year(int32): [Read-Write] Current Year
- property celestial_star_catalog: DataTable¶
[Read-Write] A Datatable containing a Celestial Star Catalog data
- Type:
- property celestial_vault_component: SceneComponent¶
[Read-Only]
- Type:
- 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 deep_sky_component: StaticMeshComponent¶
[Read-Only]
- Type:
- property exponential_height_fog_component: ExponentialHeightFogComponent¶
[Read-Only]
- Type:
- property fictional_star_catalog: DataTable¶
[Read-Write] A Datatable containing a Fictional Star Catalog data
- Type:
- get_closest_planetary_body(start_position, lookup_direction, threshold_angle_degree) (found_planetary_body_info=PlanetaryBodyInfo, body_transform=Transform) or None¶
Return the Celestial Information of the Planetary Body (moon, planet) closest to a specific direction, within an angle threshold
- get_closest_star_info(observer_location, lookup_direction, threshold_angle_degree) (found_star_info=StarInfo, star_transform=Transform) or None¶
Return the Celestial Information of the Star closest to a specific direction, within an angle threshold
- 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:
- get_moon_info(julian_date) PlanetaryBodyInfo¶
Returns the Celestial Info for the Moon, at a specific Julian Date
- Parameters:
julian_date (double)
- Return type:
- get_planetary_body_by_orbit_type(orbit_type) (found_planetary_body_info=PlanetaryBodyInfo, body_transform=Transform) or None¶
Return the Celestial Information of a specific Planetary Body (by its orbit type)
- Parameters:
orbit_type (OrbitType)
- Returns:
found_planetary_body_info (PlanetaryBodyInfo):
body_transform (Transform):
- Return type:
tuple or None
- get_sun_info(julian_date) SunInfo¶
Returns the Celestial Info for the Sun, at a specific Julian Date
- Parameters:
julian_date (double)
- Return type:
- property global_post_process_volume: PostProcessComponent¶
[Read-Only]
- Type:
- property gmst_at_tod_0: 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 is_daylight_savings: bool¶
[Read-Write] Set to true if your current date is during the DST period
- 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 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 moon_body_info: PlanetaryBodyInfo¶
[Read-Only] Celestial Info for the Moon, at the beginning of the Day
- Type:
- property moon_disc_component: StaticMeshComponent¶
[Read-Only]
- Type:
- property moon_light_component: DirectionalLightComponent¶
[Read-Only]
- Type:
- 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 it’s perigee (SuperMoon)
- 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 planet_center_component: SceneComponent¶
[Read-Only]
- Type:
- property planet_center_transform: Transform¶
[Read-Only] Transform to apply to the planet to have it located tangent to the Origin
- Type:
- property planets_catalog: DataTable¶
[Read-Write] The Data Catalog containing all Planets data
- Type:
- property planets_component: InstancedStaticMeshComponent¶
[Read-Only]
- Type:
- property planets_infos: None¶
[Read-Only] Array of the created planetary bodies, with all their computed information - Only populated if KeepPlanetsInfos is true
- Type:
- 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)
- property sky_atmosphere_component: SkyAtmosphereComponent¶
[Read-Only]
- Type:
- property sky_light_component: SkyLightComponent¶
[Read-Only]
- Type:
- property stars_component: InstancedStaticMeshComponent¶
[Read-Only]
- Type:
- property stars_info: None¶
[Read-Only] Array of the created Stars information - Only populated if KeepStarsInfo is true
- property stars_vault_percentage: float¶
[Read-Write] Percentage of the CelestialVaultDistance at which the Stars are created
- Type:
(double)
- property sun_info: SunInfo¶
[Read-Only] Celestial Info for the Sun, at the beginning of the Day
- Type:
(SunInfo)
- property sun_light_component: DirectionalLightComponent¶
[Read-Only]
- Type:
- property sun_light_intensity: float¶
[Read-Write] Base Sun Intensity Typically 120000 Lux
- Type:
(float)
- property use_current_date: bool¶
[Read-Write] If true, ignore the Year Month Day value and use the current system Date
- Type:
(bool)
- property volumetric_cloud_component: VolumetricCloudComponent¶
[Read-Only]
- Type: