unreal.LiveLinkBroadcastComponent¶
- class unreal.LiveLinkBroadcastComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponentLive Link Broadcast Component
C++ Source:
Plugin: LiveLink
Module: LiveLink
File: LiveLinkBroadcastComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
allowed_bone_names(Array[Name]): [Read-Write] Use this array to provide an inclusive list of bones to broadcastallowed_curve_names(Array[Name]): [Read-Write] Curve data will be added to the broadcast data if listed hereasset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only(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.editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenable(bool): [Read-Write] Whether this component should broadcast data.is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_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 deactivatedprimary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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!role(type(Class)): [Read-Write] What role should be used for evaluating the data. Choosing Transform Role will only send the transform of the chosen component, while picking Animation will send the full skeleton transforms.source_mesh(ComponentReference): [Read-Write] The source mesh to broadcast todo: Use customization to restrict the allowed classes metadatasubject_name(Name): [Read-Write] The name of the Live Link subject. Will default to the actor name if left blank
- property allowed_bone_names: None¶
[Read-Write] Use this array to provide an inclusive list of bones to broadcast
- property allowed_curve_names: None¶
[Read-Write] Curve data will be added to the broadcast data if listed here
- property role: Class¶
[Read-Write] What role should be used for evaluating the data. Choosing Transform Role will only send the transform of the chosen component, while picking Animation will send the full skeleton transforms.
- property source_mesh: ComponentReference¶
[Read-Write] The source mesh to broadcast todo: Use customization to restrict the allowed classes metadata
- Type: