unreal.DaySequenceModifierComponent¶
- class unreal.DaySequenceModifierComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SceneComponentDay Sequence Modifier Component
C++ Source:
Plugin: DaySequence
Module: DaySequence
File: DaySequenceModifierComponent.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.bias(int32): [Read-Write] User-defined bias.blend_amount(float): [Read-Write] Defines the region in which the effective blend weight is in the range (0.0, 1.0) (not inclusive) when Mode == EDaySequenceModifierMode::Volume.blend_policy(DaySequenceModifierUserBlendPolicy): [Read-Write] Determines how the modifier uses UserBlendWeight to compute effective blend weight.blend_time(float): [Read-Write] Defines the amount of time (in seconds) that it takes for blend weight to move across the full range (0.0, 1.0) when Mode == EDaySequenceModifierMode::Time.can_ever_affect_navigation(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.day_night_cycle(DayNightCycleMode): [Read-Write] Changes the way the modifier controls the day/night cycle time when enabled.day_night_cycle_time(float): [Read-Write] The time to use for the day/night cycle.day_sequence_collections(Array[DaySequenceCollectionAsset]): [Read-Write] The user provided collection. This is an alternative to UserDaySequence.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 classforce_smooth_blending(bool): [Read-Write] If true, day sequence evaluation will be smooth regardless of blend weight. Note: Is always be very expensive!hidden_in_game(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.ignore_bias(bool): [Read-Write] When enabled, these overrides will always override all settings regardless of their bias.is_component_enabled(bool): [Read-Write] Flag used track whether or not this component is enabled or disabled.is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildsis_enabled(bool): [Read-Write] Non-serialized variable for tracking whether our overrides are enabled or not.mobility(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.mode(DaySequenceModifierMode): [Read-Write] Determines how the modifier computes InternalBlendWeight.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 deactivatedon_post_enable_modifier(OnPostEnableModifier): [Read-Write] Blueprint exposed delegate invoked after the modifier component is enabled.on_post_reinitialize_sub_sequences(OnPostReinitializeSubSequences): [Read-Write] Blueprint exposed delegate invoked after the component’s subsequences are reinitialized.physics_volume_changed_delegate(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *preview(bool): [Read-Write] When enabled, preview this day sequence modifier in the editor.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()smooth_blending(bool): [Read-Write] If true, day sequence evaluation while within the blending region will be smooth. Note: Can be very expensive.target_actor(DaySequenceActor): [Read-Write] Non-serialized target actor we are currently bound totransient_sequence(DaySequence): [Read-Write] The user provided Transient Day Sequence.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.use_collection(bool): [Read-Write] If true, hide UserDaySequence and expose DaySequenceCollection.user_blend_weight(float): [Read-Write] User specified blend weight. The final blend weight is determined by BlendPolicy.user_day_sequence(DaySequence): [Read-Write] The user provided Day Sequence.visible(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.volume_shape_components(Array[ComponentReference]): [Read-Write] When set, the shape components will be used for the modifier volume, otherwise the default Box component will be used.
- bind_to_day_sequence_actor(day_sequence_actor) None¶
Bind this component to the specified day sequence actor. Will not add our overrides to the sub-sequence until EnableModifier is called.
- Parameters:
day_sequence_actor (DaySequenceActor)
- property blend_amount: float¶
[Read-Write] Defines the region in which the effective blend weight is in the range (0.0, 1.0) (not inclusive) when Mode == EDaySequenceModifierMode::Volume.
- Type:
(float)
- property blend_policy: DaySequenceModifierUserBlendPolicy¶
[Read-Write] Determines how the modifier uses UserBlendWeight to compute effective blend weight.
- property blend_time: float¶
[Read-Write] Defines the amount of time (in seconds) that it takes for blend weight to move across the full range (0.0, 1.0) when Mode == EDaySequenceModifierMode::Time.
- Type:
(float)
- property day_night_cycle: DayNightCycleMode¶
[Read-Write] Changes the way the modifier controls the day/night cycle time when enabled.
- Type:
- property day_night_cycle_time: float¶
[Read-Write] The time to use for the day/night cycle.
- Type:
(float)
- disable_component() None¶
Disable this component. Will remove the sub-sequence from the root sequence if it’s set up.
- property force_smooth_blending: bool¶
Is always be very expensive!
- Type:
(bool)
- Type:
[Read-Write] If true, day sequence evaluation will be smooth regardless of blend weight. Note
- property ignore_bias: bool¶
[Read-Write] When enabled, these overrides will always override all settings regardless of their bias.
- Type:
(bool)
- property is_component_enabled: bool¶
[Read-Only] Flag used track whether or not this component is enabled or disabled.
- Type:
(bool)
- property is_enabled: bool¶
[Read-Only] Non-serialized variable for tracking whether our overrides are enabled or not.
- Type:
(bool)
- property mode: DaySequenceModifierMode¶
[Read-Write] Determines how the modifier computes InternalBlendWeight.
- Type:
- property on_post_enable_modifier: OnPostEnableModifier¶
[Read-Write] Blueprint exposed delegate invoked after the modifier component is enabled.
- Type:
- property on_post_reinitialize_sub_sequences: OnPostReinitializeSubSequences¶
[Read-Write] Blueprint exposed delegate invoked after the component’s subsequences are reinitialized.
- Type:
- property preview: bool¶
[Read-Write] When enabled, preview this day sequence modifier in the editor.
- Type:
(bool)
- set_blend_target(actor) None¶
Sets the blend target to use when in Volume mode.
- Parameters:
actor (PlayerController)
- property smooth_blending: bool¶
Can be very expensive.
- Type:
(bool)
- Type:
[Read-Write] If true, day sequence evaluation while within the blending region will be smooth. Note
- property target_actor: DaySequenceActor¶
[Read-Write] Non-serialized target actor we are currently bound to
- Type:
- property transient_sequence: DaySequence¶
[Read-Write] The user provided Transient Day Sequence.
- Type:
- unbind_from_day_sequence_actor() None¶
Unbind this component from its day sequence actor if valid. Will removes the sub-sequence from the root sequence if it’s set up.
- property user_blend_weight: float¶
[Read-Write] User specified blend weight. The final blend weight is determined by BlendPolicy.
- Type:
(float)
- property user_day_sequence: DaySequence¶
[Read-Write] The user provided Day Sequence.
- Type: