unreal.PCapPropComponent¶
- class unreal.PCapPropComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponentA component for use in Motion Capture props. Accepts data as either a LiveLink Transform Role or an Animation Role. If the Live Link data is in the Animation role, this component will take the root bone transform and apply that transform to the owning actor’s root component. Can be applied to Static Meshes, Skeletal Meshes and Blueprint constructions. Transform data can be offset in the component’s local space. If this component is driving a Skeletal Mesh component and is receiving Live Link Animation data the full bone hierarchy will be applied.
C++ Source:
Plugin: PerformanceCaptureWorkflow
Module: PerformanceCaptureWorkflowRuntime
File: PCapPropComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_only_ik_bones(bool): [Read-Write] False = All bone chains’ start and end bones will be considered for dynamic attachment . True = Only bones in chains with an IK goal will be considered for dynamic attachment.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.controlled_component(ComponentReference): [Read-Write] Scene Component driven by the LiveLink data. Defaults to Root component of the owning actor.dynamic_attachment_characters(Array[CaptureCharacter]): [Read-Write] List of Capture Characters to consider in calculating a dynamic constraint.dynamic_constraint_attach_bones(Array[Name]): [Read-Write] A list of bones of to test against for dynamic constraint.editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classevaluate_live_link(bool): [Read-Write] Should LiveLink Subject data be evaluated.is_controlled_by_sequencer(bool): [Read-Write] Overrides all LiveLink data and the offset transform. Must be manually set on possessable bindings.is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildsoffset_transform(Transform): [Read-Write] Offset the incoming LiveLink Transform data in the local space of the controlled component.on_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!spawning_data_asset(Name): [Read-Only] The package name of the spawning data asset, if there is one.subject_name(LiveLinkSubjectName): [Read-Write] LiveLink Subject Name. Must have either Animation Role Type.use_dynamic_constraint(bool): [Read-Write] Enable/Disable use of the Dynamic Constraint offset vector.
- property allow_only_ik_bones: bool¶
[Read-Only] False = All bone chains’ start and end bones will be considered for dynamic attachment . True = Only bones in chains with an IK goal will be considered for dynamic attachment.
- Type:
(bool)
- calculate_dynamic_offset() Vector¶
Blueprint implementable event to enable calculation of a location offset before applying it to the controlled component’s transform.
- Returns:
Parent-space location offset to apply to the prop’s transform
- Return type:
- property dynamic_attachment_characters: None¶
[Read-Only] List of Capture Characters to consider in calculating a dynamic constraint.
- Type:
- property dynamic_constraint_attach_bones: None¶
[Read-Only] A list of bones of to test against for dynamic constraint.
- get_controlled_component() SceneComponent¶
Returns the component controlled by this component. Can return null.
- Return type:
- get_evaluate_live_link_data() bool¶
Get the LiveLink Evaluation State. Subject must have the Animation Role Type.
- Returns:
bool Is LiveLink data being evaluated.
- Return type:
- get_live_link_subject() LiveLinkSubjectName¶
Get the LiveLink Subject Name.
- Returns:
FLiveLinkSubjectName Current LiveLink Subject.
- Return type:
- property is_controlled_by_sequencer: bool¶
[Read-Only] Overrides all LiveLink data and the offset transform. Must be manually set on possessable bindings.
- Type:
(bool)
- property offset_transform: Transform¶
[Read-Only] Offset the incoming LiveLink Transform data in the local space of the controlled component.
- Type:
- set_controlled_component(component) None¶
Sets the component controlled by this component. Component must be within the same actor as this Prop component.
- Parameters:
component (SceneComponent)
- set_evaluate_live_link_data(evaluate_link_link) None¶
Set the LiveLink data to update the Skeletal Mesh pose.
- Parameters:
evaluate_link_link (bool) – Drive or pause the Controlled Mesh from LiveLink Subject data.
- set_live_link_subject(subject) None¶
Set the Live Link subject used by this prop component.
- Parameters:
subject (LiveLinkSubjectName) – Live Link Subject Name
- set_offset_transform(new_offset) None¶
Update the local space offset to this prop’s Live Link pose.
- Parameters:
new_offset (Transform) – Offset Transform.