unreal.MassDebugVisualizationComponent¶
- class unreal.MassDebugVisualizationComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponentmeant to be created procedurally and owned by an AMassDebugVisualizer instance. Will ensure if placed on a different type of actor
C++ Source:
Plugin: MassGameplay
Module: MassGameplayDebug
File: MassDebugVisualizationComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classis_editor_only(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicates(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!