unreal.CullingField
¶
- class unreal.CullingField(outer=None, name='None')¶
Bases:
unreal.FieldNodeBase
Evaluate the input field according to the result of the culling field
C++ Source:
Module: FieldSystemEngine
File: FieldSystemObjects.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.culling
(FieldNodeBase): [Read-Write] Culling: Culling field to be usededitable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classfield
(FieldNodeBase): [Read-Write] Field: Input field that will be evaluated according to the culling field resultis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedoperation
(FieldCullingOperationType): [Read-Write] Operation: Evaluate the input field if the result of the culling field is equal to 0 (Inside) or different from 0 (Outside)primary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- property culling¶
[Read-Write] Culling: Culling field to be used
- Type
- property field¶
[Read-Write] Field: Input field that will be evaluated according to the culling field result
- Type
- property operation¶
[Read-Write] Operation: Evaluate the input field if the result of the culling field is equal to 0 (Inside) or different from 0 (Outside)
- Type
- set_culling_field(culling, field, operation) CullingField ¶
Evaluate the input field according to the result of the culling field
- Parameters
culling (FieldNodeBase) – Culling field to be used
field (FieldNodeBase) – Input field that will be evaluated according to the culling field result
operation (FieldCullingOperationType) – Evaluate the input field if the result of the culling field is equal to 0 (Inside) or different from 0 (Outside)
- Return type