unreal.DataLinkExecutorObject

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

Bases: Object

UObject wrapper for Data Link Executor for Blueprint usage

C++ Source:

  • Plugin: DataLink

  • Module: DataLink

  • File: DataLinkExecutorObject.h

Editor Properties: (see get_editor_property/set_editor_property)

  • context_name (str): [Read-Write] Additional context to identify the data link execution

  • data_link_instance (DataLinkInstance): [Read-Write] Data link graph and input data to execute

  • on_execution_finished (ReceiveDataLinkExecutionFinished): [Read-Write] Delegate called when data link execution has finished completely

  • on_output_data (ReceiveDataLinkOutputData): [Read-Write] Delegate called when data link execution has output data ready

  • sink_provider (DataLinkSinkProvider): [Read-Write] Optional: Sink to use for cross execution storage

property context_name: str

[Read-Write] Additional context to identify the data link execution

Type:

(str)

[Read-Write] Data link graph and input data to execute

Type:

(DataLinkInstance)

is_running() bool

Returns whether there’s an active data link execution happening

Return type:

bool

property on_execution_finished: ReceiveDataLinkExecutionFinished

[Read-Write] Delegate called when data link execution has finished completely

Type:

(ReceiveDataLinkExecutionFinished)

property on_output_data: ReceiveDataLinkOutputData

[Read-Write] Delegate called when data link execution has output data ready

Type:

(ReceiveDataLinkOutputData)

run() None

Executes the Data Link Instance, stopping the existing active execution if any

property sink_provider: DataLinkSinkProvider

Sink to use for cross execution storage

Type:

(DataLinkSinkProvider)

Type:

[Read-Write] Optional

stop() None

Stops an existing data link execution if active