unreal.GoogleVRWidgetInteractionComponent¶
- class unreal.GoogleVRWidgetInteractionComponent(outer=None, name='None')¶
Bases:
unreal.WidgetInteractionComponentGoogle VRWidget Interaction Component
C++ Source:
Plugin: GoogleVRController
Module: GoogleVRController
File: GoogleVRWidgetInteractionComponent.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.debug_color(LinearColor): [Read-Write] Determines the color of the debug lines.debug_line_thickness(float): [Read-Write] Determines the thickness of the debug lines.debug_sphere_line_thickness(float): [Read-Write] Determines the line thickness of the debug sphere.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 classenable_hit_testing(bool): [Read-Write] Should the interaction component perform hit testing (Automatic or Custom) and attempt to simulate hover - if you were going to emulate a keyboard you would want to turn this option off if the virtual keyboard was separate from the virtual pointer device and used a second interaction component.hidden_in_game(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.interaction_distance(float): [Read-Write] The distance in game units the component should be able to interact with a widget component.interaction_source(WidgetInteractionSource): [Read-Write] Should we project from the world location of the component? If you set this to false, you’ll need to call SetCustomHitResult(), and provide the result of a custom hit test form whatever location you wish.is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmobility(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 deactivatedon_hovered_widget_changed(OnHoveredWidgetChanged): [Read-Write] Called when the hovered Widget Component changes. The interaction component functions at the Slate level - so it’s unable to report anything about what UWidget is under the hit result.physics_volume_changed_delegate(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *pointer_index(int32): [Read-Write] Each user virtual controller or virtual finger tips being simulated should use a different pointer index.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!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()show_debug(bool): [Read-Write] Shows some debugging lines and a hit sphere to help you debug interactions.trace_channel(CollisionChannel): [Read-Write] The trace channel to use when tracing for widget components in the world.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.virtual_user_index(int32): [Read-Write] Represents the Virtual User Index. Each virtual user should be represented by a different index number, this will maintain separate capture and focus states for them. Each controller or finger-tip should get a unique PointerIndex.visible(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.