unreal.LiveLinkDrivenComponent¶
- class unreal.LiveLinkDrivenComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponentA component that applies data from Live Link to the owning actor
C++ Source:
Plugin: LiveLink
Module: LiveLink
File: LiveLinkDrivenComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_transform_bone(Name): [Read-Write] The name of the bone to drive the actors transform with (if None then we will take the first bone)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.editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classis_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmodify_actor_transform(bool): [Read-Write] Should the actors transform be driven by live linkon_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 Componentreplicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!set_relative_location(bool): [Read-Write] Should the transform from live link be treated as relative or world spacesubject_name(LiveLinkSubjectName): [Read-Write] The name of the live link subject to take data from