unreal.LiveLinkBroadcastComponent

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

Bases: ActorComponent

Live 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 broadcast

  • allowed_curve_names (Array[Name]): [Read-Write] Curve data will be added to the broadcast data if listed here

  • 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

  • component_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 class

  • enable (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 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!

  • 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 metadata

  • subject_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

Type:

(Array[Name])

property allowed_curve_names: None

[Read-Write] Curve data will be added to the broadcast data if listed here

Type:

(Array[Name])

property enable: bool

[Read-Write] Whether this component should broadcast data.

Type:

(bool)

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.

Type:

(type(Class))

property source_mesh: ComponentReference

[Read-Write] The source mesh to broadcast todo: Use customization to restrict the allowed classes metadata

Type:

(ComponentReference)

property subject_name: Name

[Read-Write] The name of the Live Link subject. Will default to the actor name if left blank

Type:

(Name)