unreal.ChaosDestructionListener

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

Bases: unreal.SceneComponent

Object allowing for retrieving Chaos Destruction data.

C++ Source:

  • Module: GeometryCollectionEngine

  • File: ChaosBlueprint.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

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

  • breaking_event_request_settings (ChaosBreakingEventRequestSettings): [Read-Write] The settings to use for breaking event listening

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • chaos_solver_actors (Set(ChaosSolverActor)): [Read-Write] Which chaos solver actors we’re using. If empty, this listener will fallback to the “world” solver.

  • collision_event_request_settings (ChaosCollisionEventRequestSettings): [Read-Write] The settings to use for collision event listening

  • 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] If detail mode is >= system detail mode, primitive won’t be rendered.

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

  • geometry_collection_actors (Set(GeometryCollectionActor)): [Read-Write] Which chaos solver actors we’re using. If empty, this listener will fallback to the “world” solver.

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

  • is_breaking_event_listening_enabled (bool): [Read-Write] Whether or not collision event listening is enabled

  • is_collision_event_listening_enabled (bool): [Read-Write] Whether or not collision event listening is enabled

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

  • is_trailing_event_listening_enabled (bool): [Read-Write] Whether or not trailing event listening is enabled

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

  • on_breaking_events (OnChaosBreakingEvents): [Read-Write] Called when new breaking events are available.

  • on_collision_events (OnChaosCollisionEvents): [Read-Write] Called when new collision events are available.

  • 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_trailing_events (OnChaosTrailingEvents): [Read-Write] Called when new trailing events are available.

  • 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)

  • 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()

  • trailing_event_request_settings (ChaosTrailingEventRequestSettings): [Read-Write] The settings to use for trailing event listening

  • 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.

add_chaos_solver_actor(chaos_solver_actor)None

Dynamically adds a chaos solver to the listener

Parameters

chaos_solver_actor (ChaosSolverActor) –

add_geometry_collection_actor(geometry_collection_actor)None

Dynamically adds a chaos solver to the listener

Parameters

geometry_collection_actor (GeometryCollectionActor) –

property breaking_event_request_settings

[Read-Only] The settings to use for breaking event listening

Type

(ChaosBreakingEventRequestSettings)

property chaos_solver_actors

[Read-Only] Which chaos solver actors we’re using. If empty, this listener will fallback to the “world” solver.

Type

(Set(ChaosSolverActor))

property collision_event_request_settings

[Read-Only] The settings to use for collision event listening

Type

(ChaosCollisionEventRequestSettings)

property geometry_collection_actors

[Read-Only] Which chaos solver actors we’re using. If empty, this listener will fallback to the “world” solver.

Type

(Set(GeometryCollectionActor))

property is_breaking_event_listening_enabled

[Read-Only] Whether or not collision event listening is enabled

Type

(bool)

property is_collision_event_listening_enabled

[Read-Only] Whether or not collision event listening is enabled

Type

(bool)

is_event_listening()bool

Returns if the destruction listener is listening to any events

Returns

Return type

bool

property is_trailing_event_listening_enabled

[Read-Only] Whether or not trailing event listening is enabled

Type

(bool)

property on_breaking_events

[Read-Write] Called when new breaking events are available.

Type

(OnChaosBreakingEvents)

property on_collision_events

[Read-Write] Called when new collision events are available.

Type

(OnChaosCollisionEvents)

property on_trailing_events

[Read-Write] Called when new trailing events are available.

Type

(OnChaosTrailingEvents)

remove_chaos_solver_actor(chaos_solver_actor)None

Dynamically removes a chaos solver from the listener

Parameters

chaos_solver_actor (ChaosSolverActor) –

remove_geometry_collection_actor(geometry_collection_actor)None

Dynamically removes a chaos solver from the listener

Parameters

geometry_collection_actor (GeometryCollectionActor) –

set_breaking_event_enabled(is_enabled)None

Enables or disables breaking event listening

Parameters

is_enabled (bool) –

set_breaking_event_request_settings(settings)None

Sets breaking event request settings dynamically

Parameters

settings (ChaosBreakingEventRequestSettings) –

set_collision_event_enabled(is_enabled)None

Enables or disables collision event listening

Parameters

is_enabled (bool) –

set_collision_event_request_settings(settings)None

Sets collision event request settings dynamically

Parameters

settings (ChaosCollisionEventRequestSettings) –

set_trailing_event_enabled(is_enabled)None

Enables or disables breaking event listening

Parameters

is_enabled (bool) –

set_trailing_event_request_settings(settings)None

Sets trailing event request settings dynamically

Parameters

settings (ChaosTrailingEventRequestSettings) –

sort_breaking_events(breaking_events, sort_method)

Sorts breaking events according to the given sort method

Parameters
Returns

breaking_events (Array(ChaosBreakingEventData)):

Return type

Array(ChaosBreakingEventData)

sort_collision_events(collision_events, sort_method)

Sorts collision events according to the given sort method

Parameters
Returns

collision_events (Array(ChaosCollisionEventData)):

Return type

Array(ChaosCollisionEventData)

sort_trailing_events(trailing_events, sort_method)

Sorts trailing events according to the given sort method

Parameters
Returns

trailing_events (Array(ChaosTrailingEventData)):

Return type

Array(ChaosTrailingEventData)

property trailing_event_request_settings

[Read-Only] The settings to use for trailing event listening

Type

(ChaosTrailingEventRequestSettings)