unreal.Object

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

Bases: _ObjectBase

Direct base class for all UE objects note: The full C++ class is located here: EngineSourceRuntimeCoreUObjectPublicUObjectObject.h

C++ Source:

  • Module: CoreUObject

  • File: NoExportTypes.h

acquire_editor_element_handle(allow_create=True) ScriptTypedElementHandle

K2 Acquire Editor Object Element Handle

Parameters:

allow_create (bool)

Return type:

ScriptTypedElementHandle

get_interpolated_pcg_landscape_layer_weights(location) Array[PCGLandscapeLayerWeight]

Get Interpolated PCGLandscape Layer Weights

Parameters:

location (Vector)

Return type:

Array[PCGLandscapeLayerWeight]

is_editor_property_overridden(property_name) EditorPropertyValueState

Attempts to query whether the value of a named property on the given object overrides the value of its archetype (ie, would ResetEditorProperty do anything?).

Parameters:

property_name (Name) – The name of the object property to query the value of.

Returns:

What state the requested property is in.

Return type:

EditorPropertyValueState

reset_editor_property(property_name, change_notify_mode=PropertyAccessChangeNotifyMode.DEFAULT) bool

Attempts to reset the value of a named property on the given object so that it matches the value of the archetype.

Parameters:
  • property_name (Name) – The name of the object property to reset the value of.

  • change_notify_mode (PropertyAccessChangeNotifyMode) – When to emit property change notifications.

Returns:

Whether the property value was found and correctly reset.

Return type:

bool