unreal.MoverStandaloneLiaisonComponent¶
- class unreal.MoverStandaloneLiaisonComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponentMoverStandaloneLiaison: this component acts as a backend driver for an actor’s Mover component, for use in Standalone (non-networked) games. This class is set on a Mover component as the “back end”.
C++ Source:
Plugin: Mover
Module: Mover
File: MoverStandaloneLiaison.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only(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 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 deactivatedprimary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_using_registered_sub_object_list(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!use_async_movement_simulation_tick(bool): [Read-Write] Sets whether the movement simulation tick can run on worker threads or not, also gated by global option. Changes at runtime will take affect next frame. Has no effect on input production or applying results.use_async_produce_input(bool): [Read-Write] Sets whether produce input can run on worker threads or not, also gated by global option. Changes at runtime will take affect next frame. Has no effect on simulation ticking or applying results.
- add_tick_dependency(other_component, tick_order, tick_phase) None¶
Adds a tick dependency between another component and one of mover’s tick functions.
- Parameters:
other_component (ActorComponent) – The component to add a dependency with.
tick_order (MoverTickDependencyOrder) – What order OtherComponent’s should have relative to TickPhase i.e. OtherComponent Before SimulateMovement.
tick_phase (MoverTickPhase) – The mover tick phase we want to a dependency with.
- get_enable_produce_input() bool¶
Whether this instance will have its produce-input tick called.
- Return type:
- set_enable_produce_input(enable_input_production) None¶
Sets whether this instance’s produce-input tick will run at all. It may be useful to disable on actors that don’t rely on Mover input to move.
- Parameters:
enable_input_production (bool)