unreal.DMMaterialComponent

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

Bases: Object

The base class for all material components. Has a few useful things.

C++ Source:

  • Plugin: DynamicMaterial

  • Module: DynamicMaterial

  • File: DMMaterialComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • component_dirty (bool): [Read-Only]

  • component_state (DMComponentLifetimeState): [Read-Only]

  • editable_properties (Array[Name]): [Read-Only]

property component_dirty: bool

[Read-Only]

Type:

(bool)

property component_state: DMComponentLifetimeState

[Read-Only]

Type:

(DMComponentLifetimeState)

property editable_properties: None

[Read-Only]

Type:

(Array[Name])

get_component_by_path(path) DMMaterialComponent

Searches the component for a specific component based on a path.

Parameters:

path (str)

Return type:

DMMaterialComponent

get_component_description() Text

Returns a description of this class/object.

Return type:

Text

get_component_path() str

Returns the complete path from the model to this component.

Return type:

str

get_component_state() DMComponentLifetimeState

Get Component State

Return type:

DMComponentLifetimeState

get_editable_properties() Array[Name]

Returns a list of FNames for this component representing editable UPROPERTYs.

Return type:

Array[Name]

get_outer_safe() Object

Does some checks to see whether the out is safe to retrieve and retrieves it.

Return type:

Object

get_parent_component() DMMaterialComponent

Returns the component that owns this component in the model hierarchy.

Return type:

DMMaterialComponent

get_typed_parent(parent_class, allow_subclasses) DMMaterialComponent

Returns the first in the model hierarchy above this component of the given type.

Parameters:
Return type:

DMMaterialComponent

has_component_been_added() bool

Returns true if this component is in the Added or greater state.

Return type:

bool

has_component_been_created() bool

This is a kind of “useless” check, a component has _always_ been created. It’s here for completeness.

Return type:

bool

has_component_been_removed() bool

Returns true if this component is in the Removed or greater state.

Return type:

bool

is_component_added() bool

Returns true if this component is in the Added state.

Return type:

bool

is_component_created() bool

Returns true if this component is in the original “Created” state and has not been moved onto Added or Removed.

Return type:

bool

is_component_removed() bool

Returns true if this component is in the Removed state.

Return type:

bool

is_component_valid() bool

Checks object flags and IsValid()

Return type:

bool

is_property_visible(property_) bool

Returns true the given UPROPERTY name is editable.

Parameters:

property (Name)

Return type:

bool

set_component_state(new_state) None

Changes the component state to a new one. Should not be used to set it back to Created.

Parameters:

new_state (DMComponentLifetimeState)

update(source, update_type) None

Event that is triggered when this component, or a sub-component, changes to trigger other updates in the model.

Parameters: