unreal.CustomizableSkeletalComponent¶
- class unreal.CustomizableSkeletalComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SceneComponentCustomizable Skeletal Component
C++ Source:
Plugin: Mutable
Module: CustomizableObject
File: CustomizableSkeletalComponent.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_index(int32): [Read-Write] This component index refers to the object list of components DEPRECATED: Use FNames instead with Get/SetComponentNamecomponent_name(Name): [Read-Write] Only used if the ComponentIndex is INDEX_NONE. Editing this property will set ComponentIndex to INDEX_NONE.component_tags(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.customizable_object_instance(CustomizableObjectInstance): [Read-Write]detail_mode(DetailMode): [Read-Write] Set the required detail level of this component. It will be deleted or made invisible if the world’s detail level is higher, based on platform and scalability settings. For example, a detail mode of High may prevent this component from loading on mobile platforms.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 deactivatedphysics_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!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()skip_set_reference_skeletal_mesh(bool): [Read-Write]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.
- property component_index: int¶
[Read-Write] This component index refers to the object list of components DEPRECATED: Use FNames instead with Get/SetComponentName
- Type:
(int32)
- property customizable_object_instance: CustomizableObjectInstance¶
[Read-Write]
- Type:
- get_customizable_object_instance() CustomizableObjectInstance¶
Get Customizable Object Instance
- Return type:
- set_customizable_object_instance(instance) None¶
Set Customizable Object Instance
- Parameters:
instance (CustomizableObjectInstance)
- set_skip_set_reference_skeletal_mesh(skip) None¶
Set to true to avoid automatically replacing the Skeletal Mesh of the parent Skeletal Mesh Component by the Reference Skeletal Mesh. If SkipSetSkeletalMeshOnAttach is true, it will not replace it.
- Parameters:
skip (bool)
- set_skip_set_skeletal_mesh_on_attach(skip) None¶
Set to true to avoid automatically replacing the Skeletal Mesh of the parent Skeletal Mesh Component with any mesh.
- Parameters:
skip (bool)
- update_skeletal_mesh_async(never_skip_update=False) None¶
Update Skeletal Mesh asynchronously.
- Parameters:
never_skip_update (bool)
- update_skeletal_mesh_async_result(callback, ignore_close_dist=False, force_high_priority=False) None¶
Update Skeletal Mesh asynchronously. Callback will be called once the update finishes, even if it fails.
- Parameters:
callback (InstanceUpdateDelegate)
ignore_close_dist (bool)
force_high_priority (bool)