unreal.MoverStandaloneLiaisonComponent

class unreal.MoverStandaloneLiaisonComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: ActorComponent

MoverStandaloneLiaison: 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 component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_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 navigation

  • component_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 class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_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:

bool

get_use_async_movement_simulation_tick() bool

Get Use Async Movement Simulation Tick

Return type:

bool

get_use_async_produce_input() bool

Get Use Async Produce Input

Return type:

bool

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)

set_use_async_movement_simulation_tick(use_async_movement_sim) None

Sets whether this instance’s movement simulation tick can run on worker threads or not. See bUseAsyncMovementSimulationTick:

Parameters:

use_async_movement_sim (bool)

set_use_async_produce_input(use_async_input_production) None

Sets whether this instance’s produce input can run on worker threads or not. See bUseAsyncProduceInput: and SetEnableProduceInput:

Parameters:

use_async_input_production (bool)