unreal.MagicLeapSharedWorldGameMode
¶
- class unreal.MagicLeapSharedWorldGameMode(outer=None, name='None')¶
Bases:
unreal.GameMode
Game mode to use for shared world experiences on MagicLeap capable XR devices.
Requires the game state class to be or derived from AMagicLeapSharedWorldGameState. Requires the player controller class to be or derived from AMagicLeapSharedWorldPlayerController.
C++ Source:
Plugin: MagicLeapPassableWorld
Module: MagicLeapSharedWorld
File: MagicLeapSharedWorldGameMode.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_guid
(Guid): [Read-Only] The GUID for this actor.allow_tick_before_begin_play
(bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.always_relevant
(bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).auto_destroy_when_finished
(bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.auto_receive_input
(AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.block_input
(bool): [Read-Write] If true, all input on the stack below this actor will not be consideredcan_be_damaged
(bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()can_be_in_cluster
(bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performancechosen_one
(MagicLeapSharedWorldPlayerController): [Read-Write] Chosen Onecustom_time_dilation
(float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.default_pawn_class
(type(Class)): [Read-Write] The default pawn class used by players.default_player_name
(Text): [Read-Write] The default player name assigned to players that join with no name specified.default_update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:[/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable
Another subclass could set their default to something different, such as:
[/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming
delayed_start
(bool): [Read-Write] Whether the game should immediately start when the first player logs in. Affects the default behavior of ReadyToStartMatchenable_auto_lod_generation
(bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actorfind_camera_component_when_view_target
(bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.game_session_class
(type(Class)): [Read-Write] Class of GameSession, which handles login approval and online game interfacegame_state_class
(type(Class)): [Read-Write] Class of GameState associated with this GameMode.generate_overlap_events_during_level_streaming
(bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaminghidden
(bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()hud_class
(type(Class)): [Read-Write] HUD class this game uses.ignores_origin_shifting
(bool): [Read-Write] Whether this actor should not be affected by world origin shifting.inactive_player_state_life_span
(float): [Read-Write] Time a playerstate will stick around in an inactive state after a player logoutinitial_life_span
(float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.input_priority
(int32): [Read-Write] The priority of this input component when pushed in to the stack.instigator
(Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.is_editor_only_actor
(bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked buildsmax_inactive_players
(int32): [Read-Write] The maximum number of inactive players before we kick the oldest ones outmin_net_update_frequency
(float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequentlymin_respawn_delay
(float): [Read-Write] Minimum time before player can respawn after dying.net_cull_distance_squared
(float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.net_dormancy
(NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.net_load_on_client
(bool): [Read-Write] This actor will be loaded on network clients during map loadnet_priority
(float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicatenet_update_frequency
(float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTimenet_use_owner_relevancy
(bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPrioritynum_bots
(int32): [Read-Write] number of non-human players (AI controlled but participating as a player).num_players
(int32): [Read-Write] Current number of human players.num_spectators
(int32): [Read-Write] Current number of spectators.num_travelling_players
(int32): [Read-Write] Number of players that are still traveling from a previous mapon_actor_begin_overlap
(ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_end_overlap
(ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_hit
(ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.on_begin_cursor_over
(ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.on_clicked
(ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.on_destroyed
(ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.on_end_cursor_over
(ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.on_end_play
(ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.on_input_touch_begin
(ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.on_input_touch_end
(ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.on_input_touch_enter
(ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.on_input_touch_leave
(ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.on_new_local_data_from_clients
(MagicLeapOnNewLocalDataFromClients): [Read-Write] Event fired when server receives new local data from connected clients.on_released
(ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.on_take_any_damage
(TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.on_take_point_damage
(TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.on_take_radial_damage
(TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.only_relevant_to_owner
(bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.optimize_bp_component_data
(bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.options_string
(str): [Read-Write] Save options string and parse it when neededpauseable
(bool): [Read-Write] Whether the game is pauseable.pin_selection_confidence_threshold
(float): [Read-Write] Confidence threshold for selecting shared Pinspivot_offset
(Vector): [Read-Write] Local space pivot offset for the actor, only used in the editorplayer_controller_class
(type(Class)): [Read-Write] The class of PlayerController to spawn for players logging in.player_state_class
(type(Class)): [Read-Write] A PlayerState of this class will be associated with every player to replicate relevant player information to all clients.primary_actor_tick
(ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/ see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()relevant_for_level_bounds
(bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevantreplay_rewindable
(bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.replay_spectator_player_controller_class
(type(Class)): [Read-Write] The PlayerController class used when spectating a network replay.replicate_movement
(bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/replicated_movement
(RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocityreplicates
(bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()root_component
(SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehowserver_stat_replicator_class
(type(Class)): [Read-Write] Server Stat Replicator Classshared_world_data
(MagicLeapSharedWorldSharedData): [Read-Write] Cache pins common among all clientsspawn_collision_handling_method
(SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.spectator_class
(type(Class)): [Read-Write] The pawn class used by the PlayerController for players when spectating.sprite_scale
(float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).start_players_as_spectators
(bool): [Read-Write] Whether players should immediately spawn when logging in, or stay as spectators until they manually spawntags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()
use_seamless_travel
(bool): [Read-Write] Whether the game perform map travels using SeamlessTravel() which loads in the background and doesn’t disconnect clients
- property chosen_one¶
[Read-Write] Chosen One
- determine_shared_world_data() → MagicLeapSharedWorldSharedData¶
Determine which pins should be used for shared world aligment of all clients.
The result can be set to AMagicLeapSharedWorldGameMode::SharedWorldData. Calling SendSharedWorldDataToClients() will replicate these local pins to all clients. Calling SelectChosenOne() can select a certain client to be pseudo-authoritative i.e. all other clients will align to its coordinate space. This function is a BlueprintNativeEvent, override to implement a custom behavior. Default implementation -> simple selection of pins common in all connected non-spectator clients, with their confidence value thresholded by PinSelectionConfidenceThreshold see: SendSharedWorldDataToClients see: SelectChosenOne see: PinSelectionConfidenceThreshold
- Returns
new_shared_world_data (MagicLeapSharedWorldSharedData): Output param containing the list of common pins.
- Return type
- property on_new_local_data_from_clients¶
[Read-Write] Event fired when server receives new local data from connected clients.
- property pin_selection_confidence_threshold¶
[Read-Write] Confidence threshold for selecting shared Pins
- Type
(float)
- select_chosen_one() → None¶
Select a certain client to be the “chosen-one” or pseudo-authoritative for this shared world session.
Means that this client is responsible for sending the list of it’s pin transforms (in world space so its own alignment is unaffected) to the server via AMagicLeapSharedWorldPlayerController::ServerSetAlignmentTransforms(). Everyone will align to this client’s coordinate space using those pin transforms. This function is a BlueprintNativeEvent, override to implement a custom behavior. Default implementation -> client with best confidence values for selected shared pins.
- send_shared_world_data_to_clients() → bool¶
Replicate pins common among all clients via AMagicLeapSharedWorldGameState.
These pins can be selected by calling DetermineSharedWorldData() see: DetermineSharedWorldData
- Returns
true if game state was valid, false otherwise
- Return type
- property shared_world_data¶
[Read-Write] Cache pins common among all clients