unreal.GoogleVRLaserVisualComponent
¶
- class unreal.GoogleVRLaserVisualComponent(outer=None, name='None')¶
Bases:
unreal.GoogleVRLaserVisual
Google VRLaser Visual Component
C++ Source:
Plugin: GoogleVRController
Module: GoogleVRController
File: GoogleVRLaserVisualComponent.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 componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.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.controller_reticle_material
(MaterialInterface): [Read-Write] Material used for the reticle billboard.default_reticle_distance
(float): [Read-Write] Distance from the pointer that the reticle will be drawn at when hitting nothing.detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classhidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildslaser_distance_max
(float): [Read-Write] Maximum distance of the pointer (in meters).laser_plane_mesh
(StaticMesh): [Read-Write] Static mesh used to represent the laser.max_pointer_distance
(float): [Read-Write] Distance from the pointer that raycast hits will be detected.mobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.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 deactivatedphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *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)replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!reticle_size
(float): [Read-Write] Size of the reticle (in meters) as seen from 1 metershould_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()translucent_sort_priority
(int32): [Read-Write] TranslucentSortPriority to use when rendering. The reticle, the laser, and the controller mesh use TranslucentSortPriority. The controller touch point mesh uses TranslucentSortPriority+1, this makes sure that the touch point doesn’t z-fight with the controller mesh.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.visible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- property controller_reticle_material¶
[Read-Write] Material used for the reticle billboard.
- Type
- property default_reticle_distance¶
[Read-Write] Distance from the pointer that the reticle will be drawn at when hitting nothing.
- Type
(float)
- get_laser() → GoogleVRLaserPlaneComponent¶
Get the Laser Plane Component. Can be used if you desire to modify the laser at runtime
- Returns
Laser Plane Component.
- Return type
- get_laser_material() → MaterialInstanceDynamic¶
Get the MaterialInstanceDynamic used to represent the laser material. Can be used if you desire to modify the laser at runtime (i.e. change laser color when pointing at object).
- Returns
laser dynamic material instance.
- Return type
- get_reticle() → MaterialBillboardComponent¶
Get the MaterialBillboardComponent used to represent the reticle. Can be used if you desire to modify the reticle at runtime
- Returns
reticle billboard component.
- Return type
- property laser_plane_mesh¶
[Read-Write] Static mesh used to represent the laser.
- Type
- property max_pointer_distance¶
[Read-Write] Distance from the pointer that raycast hits will be detected.
- Type
(float)
- property reticle_size¶
[Read-Write] Size of the reticle (in meters) as seen from 1 meter
- Type
(float)
- set_pointer_distance(distance, world_to_meters_scale, camera_location) → None¶
Set the distance of the pointer. This will update the distance of the laser and the reticle based upon the min and max distances.
- property translucent_sort_priority¶
[Read-Write] TranslucentSortPriority to use when rendering. The reticle, the laser, and the controller mesh use TranslucentSortPriority. The controller touch point mesh uses TranslucentSortPriority+1, this makes sure that the touch point doesn’t z-fight with the controller mesh.
- Type
(int32)