unreal.ChaosVDParticleExtraDataComponent

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

Bases: ChaosVDSolverDataComponent

Solver data component that reads FChaosVDParticleExtraDataContainer from the current solver frame and injects the recorded structs into the CVD particle details panel.

Added to AChaosVDSolverInfoActor as a default subobject. It binds to FChaosVDScene::OnParticleDetailsExtraDataRequested and for each selected particle adds the traced categories to the IDetailLayoutBuilder, so the extra data appears alongside “Particle Data” in the details panel (and in “Show Data in New Panel”).

On subsequent frame changes (OnParticleDetailsExtraDataRefreshRequested), it updates the cached FStructOnScope memory in-place so Slate picks up the new values without requiring a full layout rebuild.

C++ Source:

  • Plugin: ChaosVD

  • Module: ChaosVD

  • File: ChaosVDParticleExtraDataComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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

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

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

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

  • 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

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

  • 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!