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 consideredcan_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 performancecustom_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 Actorfind_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: UpdateOverlapsMethodDuringLevelStreaminggeographic_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 buildsmin_net_update_frequency
(float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequentlynet_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 loadnet_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 replicatenet_update_frequency
(float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTimenet_use_owner_relevancy
(bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriorityon_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 planetorigin_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 planetorigin_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 planetorigin_projected_coordinates_easting
(int32): [Read-Write] Easting position of UE Origin on planet, express in the Projected CRS Frameorigin_projected_coordinates_northing
(int32): [Read-Write] Northing position of UE Origin on planet, express in the Projected CRS Frameorigin_projected_coordinates_up
(int32): [Read-Write] Up position of UE Origin on planet, express in the Projected CRS Framepivot_offset
(Vector): [Read-Write] Local space pivot offset for the actor, only used in the editorplanet_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 IsLevelBoundsRelevantreplay_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 velocityreplicates
(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 somehowspawn_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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- get_planet_center_transform() → Transform¶
Set this transform to an Ellipsoid to have it positioned tangent to the origin.
- Returns
- Return type
- 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
- get_tangent_transform_at_engine_location(engine_coordinates) → Transform¶
Get the the transform to locate an object tangent to Ellipsoid at a specific location
- 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
- 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
- is_crs_string_valid(crs_string) → str or None¶
Check if the string corresponds to a valid CRS descriptor
- 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
- 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
- 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
- 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