unreal.LiveLinkComponentController¶
- class unreal.LiveLinkComponentController(outer=None, name='None')¶
Bases:
unreal.ActorComponentLive Link Component Controller
C++ Source:
Plugin: LiveLink
Module: LiveLinkComponents
File: LiveLinkComponentController.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_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.component_to_control(ComponentReference): [Read-Write] Component to Controlcontroller_map(Map(type(Class), LiveLinkControllerBase)): [Read-Write] Instanced controllers used to control the desired roledisable_evaluate_live_link_when_spawnable(bool): [Read-Write] If true, will not evaluate LiveLink if the attached actor is a spawnable in Sequencereditable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classevaluate_live_link(bool): [Read-Write] If false, will not evaluate live link, effectively pausing.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 deactivatedon_live_link_updated(LiveLinkTickDelegate): [Read-Write] This Event is triggered any time new LiveLink data is available, including in the editorprimary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!subject_representation(LiveLinkSubjectRepresentation): [Read-Write] Subject Representationupdate_in_editor(bool): [Read-Write] Update in Editor
- property controller_map¶
[Read-Only] Instanced controllers used to control the desired role
- Type
- property disable_evaluate_live_link_when_spawnable¶
[Read-Write] If true, will not evaluate LiveLink if the attached actor is a spawnable in Sequencer
- Type
(bool)
- property evaluate_live_link¶
[Read-Write] If false, will not evaluate live link, effectively pausing.
- Type
(bool)
- property on_live_link_updated¶
[Read-Write] This Event is triggered any time new LiveLink data is available, including in the editor
- Type
- property subject_representation¶
[Read-Only] Subject Representation