unreal.LearningAgentsDepthMapComponent

class unreal.LearningAgentsDepthMapComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: ActorComponent

Learning Agents Depth Map Component

C++ Source:

  • Plugin: LearningAgents

  • Module: LearningAgents

  • File: LearningAgentsDepthMapComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_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 navigation

  • collision_channel (CollisionChannel): [Read-Write]

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • depth_map_config (DepthMapConfig): [Read-Write]

  • depth_rays_batch_size (int32): [Read-Write] If specified as a positive integer, each tick will only update a batch of the depth rays in order to improve performance.

  • draw_depth_frustum (bool): [Read-Write]

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • 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!

property collision_channel: CollisionChannel

[Read-Write]

Type:

(CollisionChannel)

property depth_map_config: DepthMapConfig

[Read-Write]

Type:

(DepthMapConfig)

property depth_rays_batch_size: int

[Read-Write] If specified as a positive integer, each tick will only update a batch of the depth rays in order to improve performance.

Type:

(int32)

property draw_depth_frustum: bool

[Read-Write]

Type:

(bool)

get_depth_map_flat_array() Array[float]

Get Depth Map Flat Array

Return type:

Array[float]