unreal.ContextualAnimSceneActorComponent

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

Bases: SceneComponent

Contextual Anim Scene Actor Component

C++ Source:

  • Plugin: ContextualAnimation

  • Module: ContextualAnimation

  • File: ContextualAnimSceneActorComponent.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

  • 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

  • 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

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

  • 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_joined_scene_delegate (ContextualAnimSceneActorCompDelegate): [Read-Write] Event that happens when the actor owner of this component joins an scene

  • on_left_scene_delegate (ContextualAnimSceneActorCompDelegate): [Read-Write] Event that happens when the actor owner of this component leave an scene

  • on_montage_blending_out_delegate (ContextualAnimOnMontageBlendingOutDelegate): [Read-Write]

  • on_play_montage_notify_begin_delegate (ContextualAnimPlayMontageNotifyBeginDelegate): [Read-Write]

  • 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!

  • scene_asset (ContextualAnimSceneAsset): [Read-Write]

  • 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()

  • 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_ik_goals() Map[Name, IKRigGoal]

Add your own goals to the OutGoals map (careful not to remove existing goals in the map!)

Returns:

out_goals (Map[Name, IKRigGoal]):

Return type:

Map[Name, IKRigGoal]

early_out_contextual_anim_scene(stop_everyone=False) None

Early Out Contextual Anim Scene

Parameters:

stop_everyone (bool)

get_bindings() ContextualAnimSceneBindings

Get Bindings

Return type:

ContextualAnimSceneBindings

get_ik_target_by_goal_name(goal_name) ContextualAnimIKTarget

Get IKTarget by Goal Name

Parameters:

goal_name (Name)

Return type:

ContextualAnimIKTarget

get_ik_targets() Array[ContextualAnimIKTarget]

Get IKTargets

Return type:

Array[ContextualAnimIKTarget]

is_in_active_scene() bool

Is in Active Scene

Return type:

bool

late_join_contextual_anim_scene(actor, role) bool

Late Join Contextual Anim Scene

Parameters:
Return type:

bool

on_joined_scene(bindings) None

Called when the actor owner of this component joins an scene

Parameters:

bindings (ContextualAnimSceneBindings)

property on_joined_scene_delegate: ContextualAnimSceneActorCompDelegate

[Read-Write] Event that happens when the actor owner of this component joins an scene

Type:

(ContextualAnimSceneActorCompDelegate)

on_left_scene() None

Called from the scene instance when the actor owner of this component leave an scene

property on_left_scene_delegate: ContextualAnimSceneActorCompDelegate

[Read-Write] Event that happens when the actor owner of this component leave an scene

Type:

(ContextualAnimSceneActorCompDelegate)

property on_montage_blending_out_delegate: ContextualAnimOnMontageBlendingOutDelegate

[Read-Write]

Type:

(ContextualAnimOnMontageBlendingOutDelegate)

property on_play_montage_notify_begin_delegate: ContextualAnimPlayMontageNotifyBeginDelegate

[Read-Write]

Type:

(ContextualAnimPlayMontageNotifyBeginDelegate)

property scene_asset: ContextualAnimSceneAsset

[Read-Write]

Type:

(ContextualAnimSceneAsset)

start_contextual_anim_scene(bindings) bool

Start Contextual Anim Scene

Parameters:

bindings (ContextualAnimSceneBindings)

Return type:

bool

transition_contextual_anim_scene(section_name) bool

Transition Contextual Anim Scene

Parameters:

section_name (Name)

Return type:

bool

transition_contextual_anim_scene_to_specific_set(section_name, anim_set_idx) bool

Transition Contextual Anim Scene to Specific Set

Parameters:
  • section_name (Name)

  • anim_set_idx (int32)

Return type:

bool

transition_single_actor(section_idx, anim_set_idx) bool

Transition Single Actor

Parameters:
  • section_idx (int32)

  • anim_set_idx (int32)

Return type:

bool