unreal.ContextualAnimSceneActorComponent¶
- class unreal.ContextualAnimSceneActorComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SceneComponentContextual 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 parentabsolute_rotation(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_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 navigationcomponent_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 classhidden_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 buildsmobility(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 reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_joined_scene_delegate(ContextualAnimSceneActorCompDelegate): [Read-Write] Event that happens when the actor owner of this component joins an sceneon_left_scene_delegate(ContextualAnimSceneActorCompDelegate): [Read-Write] Event that happens when the actor owner of this component leave an sceneon_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 Componentrelative_location(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_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!)
- 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:
- get_ik_target_by_goal_name(goal_name) ContextualAnimIKTarget¶
Get IKTarget by Goal Name
- Parameters:
goal_name (Name)
- Return type:
- get_ik_targets() Array[ContextualAnimIKTarget]¶
Get IKTargets
- Return type:
- 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
- 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
- property on_montage_blending_out_delegate: ContextualAnimOnMontageBlendingOutDelegate¶
[Read-Write]
- property on_play_montage_notify_begin_delegate: ContextualAnimPlayMontageNotifyBeginDelegate¶
[Read-Write]
- property scene_asset: ContextualAnimSceneAsset¶
[Read-Write]
- Type:
- start_contextual_anim_scene(bindings) bool¶
Start Contextual Anim Scene
- Parameters:
bindings (ContextualAnimSceneBindings)
- Return type: