unreal.MockPhysicsGrenadeComponent¶
- class unreal.MockPhysicsGrenadeComponent(outer=None, name='None')¶
Bases:
unreal.NetworkPredictionPhysicsComponentMock Physics Grenade Component
C++ Source:
Plugin: NetworkPredictionExtras
Module: NetworkPredictionExtras
File: MockPhysicsGrenade.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 classfuse_time_seconds(float): [Read-Write] Fuse Time Secondsis_editor_only(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildsmagnitude(float): [Read-Write] Magnitudeon_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 deactivatedon_explode(MockGrenadeOnExplode): [Read-Write] On Explodeprimary_component_tick(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentradius(float): [Read-Write] Radiusreplicates(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- property on_explode¶
[Read-Write] On Explode
- Type