unreal.CullingField
¶
- class unreal.CullingField(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
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 Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: 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] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- property culling: FieldNodeBase¶
[Read-Write] Culling: Culling field to be used
- Type:
- property field: FieldNodeBase¶
[Read-Write] Field: Input field that will be evaluated according to the culling field result
- Type:
- property operation: 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)
- 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: