unreal.GeoReferencingSystem

class unreal.GeoReferencingSystem(outer=None, name='None')

Bases: unreal.Info

Geo Referencing System

C++ Source:

  • Plugin: GeoReferencing

  • Module: GeoReferencing

  • File: GeoReferencingSystem.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Only] The GUID for this actor.

  • allow_tick_before_begin_play (bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).

  • auto_destroy_when_finished (bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.

  • block_input (bool): [Read-Write] If true, all input on the stack below this actor will not be considered

  • can_be_damaged (bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • custom_time_dilation (float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • enable_auto_lod_generation (bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actor

  • find_camera_component_when_view_target (bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • geographic_crs (str): [Read-Write] String that describes the GEOGRAPHIC CRS of choice.

    CRS can be identified by their code (EPSG:4326), a well-known text(WKT) string, or PROJ strings…

  • hidden (bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • ignores_origin_shifting (bool): [Read-Write] Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • input_priority (int32): [Read-Write] The priority of this input component when pushed in to the stack.

  • instigator (Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.

  • is_editor_only_actor (bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • net_cull_distance_squared (float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_released (ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.

  • only_relevant_to_owner (bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • origin_altitude (int32): [Read-Write] Altitude of UE Origin on planet

  • origin_at_planet_center (bool): [Read-Write] if true, the UE origin is located at the Planet Center, otherwise, the UE origin is assuming to be defined at one specific point of the planet surface, defined by the properties below.

  • origin_latitude (int32): [Read-Write] Latitude of UE Origin on planet

  • origin_location_in_projected_crs (bool): [Read-Write] if true, the UE origin georeference is expressed in the PROJECTED CRS.

    (NOT in ECEF ! - Projected worlds are the most frequent use case…)

    if false, the origin is located using geographic coordinates.

    WARNING : the location has to be expressed as Integer values because of accuracy. Be very careful about that when authoring your data in external tools !

  • origin_longitude (int32): [Read-Write] Longitude of UE Origin on planet

  • origin_projected_coordinates_easting (int32): [Read-Write] Easting position of UE Origin on planet, express in the Projected CRS Frame

  • origin_projected_coordinates_northing (int32): [Read-Write] Northing position of UE Origin on planet, express in the Projected CRS Frame

  • origin_projected_coordinates_up (int32): [Read-Write] Up position of UE Origin on planet, express in the Projected CRS Frame

  • pivot_offset (Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor

  • planet_shape (PlanetShape): [Read-Write] This mode has to be set consistently with the way you authored your ground geometry.
    • For small environments, a projection is often applied and the world is considered as Flat

    • For planet scale environments, projections is not suitable and the geometry is Rounded.

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/ see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

  • projected_crs (str): [Read-Write] String that describes the PROJECTED CRS of choice.

    CRS can be identified by their code (EPSG:4326), a well-known text(WKT) string, or PROJ strings…

  • relevant_for_level_bounds (bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • replay_rewindable (bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/

  • replicated_movement (RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()

  • root_component (SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • sprite_scale (float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

ecef_to_engine(ecef_coordinates)Vector

Convert a Vector expressed in ECEF CRS to ENGINE space

Parameters

ecef_coordinates (CartesianCoordinates) –

Returns

engine_coordinates (Vector):

Return type

Vector

ecef_to_geographic(ecef_coordinates)GeographicCoordinates

Convert a Coordinate expressed in ECEF CRS to GEOGRAPHIC CRS

Parameters

ecef_coordinates (CartesianCoordinates) –

Returns

geographic_coordinates (GeographicCoordinates):

Return type

GeographicCoordinates

ecef_to_projected(ecef_coordinates)CartesianCoordinates

Convert a Coordinate expressed in ECEF CRS to PROJECTED CRS

Parameters

ecef_coordinates (CartesianCoordinates) –

Returns

projected_coordinates (CartesianCoordinates):

Return type

CartesianCoordinates

engine_to_ecef(engine_coordinates)CartesianCoordinates

Convert a Vector expressed in ENGINE space to the ECEF CRS

Parameters

engine_coordinates (Vector) –

Returns

ecef_coordinates (CartesianCoordinates):

Return type

CartesianCoordinates

engine_to_projected(engine_coordinates)CartesianCoordinates

Convert a Vector expressed in ENGINE space to the PROJECTED CRS

Parameters

engine_coordinates (Vector) –

Returns

projected_coordinates (CartesianCoordinates):

Return type

CartesianCoordinates

property geographic_crs

[Read-Write] String that describes the GEOGRAPHIC CRS of choice. CRS can be identified by their code (EPSG:4326), a well-known text(WKT) string, or PROJ strings…

Type

(str)

geographic_to_ecef(geographic_coordinates)CartesianCoordinates

Convert a Coordinate expressed in GEOGRAPHIC CRS to ECEF CRS

Parameters

geographic_coordinates (GeographicCoordinates) –

Returns

ecef_coordinates (CartesianCoordinates):

Return type

CartesianCoordinates

geographic_to_projected(geographic_coordinates)CartesianCoordinates

Convert a Coordinate expressed in GEOGRAPHIC CRS to PROJECTED CRS

Parameters

geographic_coordinates (GeographicCoordinates) –

Returns

projected_coordinates (CartesianCoordinates):

Return type

CartesianCoordinates

get_ecefenu_vectors_at_ecef_location(ecef_coordinates) -> (ecef_east=Vector, ecef_north=Vector, ecef_up=Vector)

Get the East North Up vectors at a specific location - Not in engine frame, but in pure ECEF Frame !

Parameters

ecef_coordinates (CartesianCoordinates) –

Returns

ecef_east (Vector):

ecef_north (Vector):

ecef_up (Vector):

Return type

tuple

get_enu_vectors_at_ecef_location(ecef_coordinates) -> (east=Vector, north=Vector, up=Vector)

Get the East North Up vectors at a specific location

Parameters

ecef_coordinates (CartesianCoordinates) –

Returns

east (Vector):

north (Vector):

up (Vector):

Return type

tuple

get_enu_vectors_at_engine_location(engine_coordinates) -> (east=Vector, north=Vector, up=Vector)

Get the East North Up vectors at a specific location

Parameters

engine_coordinates (Vector) –

Returns

east (Vector):

north (Vector):

up (Vector):

Return type

tuple

get_enu_vectors_at_geographic_location(geographic_coordinates) -> (east=Vector, north=Vector, up=Vector)

Get the East North Up vectors at a specific location

Parameters

geographic_coordinates (GeographicCoordinates) –

Returns

east (Vector):

north (Vector):

up (Vector):

Return type

tuple

get_enu_vectors_at_projected_location(projected_coordinates) -> (east=Vector, north=Vector, up=Vector)

Get the East North Up vectors at a specific location

Parameters

projected_coordinates (CartesianCoordinates) –

Returns

east (Vector):

north (Vector):

up (Vector):

Return type

tuple

classmethod get_geo_referencing_system(world_context_object)GeoReferencingSystem

Get Geo Referencing System

Parameters

world_context_object (Object) –

Returns

Return type

GeoReferencingSystem

get_planet_center_transform()Transform

Set this transform to an Ellipsoid to have it positioned tangent to the origin.

Returns

Return type

Transform

get_tangent_transform_at_ecef_location(ecef_coordinates)Transform

Get the the transform to locate an object tangent to Ellipsoid at a specific location

Parameters

ecef_coordinates (CartesianCoordinates) –

Returns

Return type

Transform

get_tangent_transform_at_engine_location(engine_coordinates)Transform

Get the the transform to locate an object tangent to Ellipsoid at a specific location

Parameters

engine_coordinates (Vector) –

Returns

Return type

Transform

get_tangent_transform_at_geographic_location(geographic_coordinates)Transform

Get the the transform to locate an object tangent to Ellipsoid at a specific location

Parameters

geographic_coordinates (GeographicCoordinates) –

Returns

Return type

Transform

get_tangent_transform_at_projected_location(projected_coordinates)Transform

Get the the transform to locate an object tangent to Ellipsoid at a specific location

Parameters

projected_coordinates (CartesianCoordinates) –

Returns

Return type

Transform

is_crs_string_valid(crs_string)str or None

Check if the string corresponds to a valid CRS descriptor

Parameters

crs_string (str) –

Returns

error (str):

Return type

str or None

property origin_altitude

[Read-Write] Altitude of UE Origin on planet

Type

(int32)

property origin_at_planet_center

[Read-Write] if true, the UE origin is located at the Planet Center, otherwise, the UE origin is assuming to be defined at one specific point of the planet surface, defined by the properties below.

Type

(bool)

property origin_latitude

[Read-Write] Latitude of UE Origin on planet

Type

(int32)

property origin_location_in_projected_crs
[Read-Write] if true, the UE origin georeference is expressed in the PROJECTED CRS.

(NOT in ECEF ! - Projected worlds are the most frequent use case…)

if false, the origin is located using geographic coordinates.

WARNING : the location has to be expressed as Integer values because of accuracy. Be very careful about that when authoring your data in external tools !

Type

(bool)

property origin_longitude

[Read-Write] Longitude of UE Origin on planet

Type

(int32)

property origin_projected_coordinates_easting

[Read-Write] Easting position of UE Origin on planet, express in the Projected CRS Frame

Type

(int32)

property origin_projected_coordinates_northing

[Read-Write] Northing position of UE Origin on planet, express in the Projected CRS Frame

Type

(int32)

property origin_projected_coordinates_up

[Read-Write] Up position of UE Origin on planet, express in the Projected CRS Frame

Type

(int32)

property planet_shape

[Read-Write] This mode has to be set consistently with the way you authored your ground geometry. - For small environments, a projection is often applied and the world is considered as Flat - For planet scale environments, projections is not suitable and the geometry is Rounded.

Type

(PlanetShape)

property projected_crs

[Read-Write] String that describes the PROJECTED CRS of choice. CRS can be identified by their code (EPSG:4326), a well-known text(WKT) string, or PROJ strings…

Type

(str)

projected_to_ecef(projected_coordinates)CartesianCoordinates

Convert a Coordinate expressed in PROJECTED CRS to ECEF CRS

Parameters

projected_coordinates (CartesianCoordinates) –

Returns

ecef_coordinates (CartesianCoordinates):

Return type

CartesianCoordinates

projected_to_engine(projected_coordinates)Vector

Convert a Vector expressed in PROJECTED CRS to ENGINE space

Parameters

projected_coordinates (CartesianCoordinates) –

Returns

engine_coordinates (Vector):

Return type

Vector

projected_to_geographic(projected_coordinates)GeographicCoordinates

Convert a Coordinate expressed in PROJECTED CRS to GEOGRAPHIC CRS

Parameters

projected_coordinates (CartesianCoordinates) –

Returns

geographic_coordinates (GeographicCoordinates):

Return type

GeographicCoordinates