unreal.PixelStreaming2VideoComponent¶
- class unreal.PixelStreaming2VideoComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SceneComponentAllows in-engine playback of incoming WebRTC video from a particular Pixel Streaming player/peer using their camera in the browser. Note: Each video component associates itself with a particular Pixel Streaming player/peer (using the the Pixel Streaming player id).
C++ Source:
Plugin: PixelStreaming2
Module: PixelStreaming2
File: PixelStreaming2VideoComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_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.auto_find_peer(bool): [Read-Write] If not already watching a player/peer will try to attach for watching the “PlayerToWatch” each tick.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.detail_mode(DetailMode): [Read-Write] Set the required detail level of this component. It will be deleted or made invisible if the world’s detail level is higher, based on platform and scalability settings. For example, a detail mode of High may prevent this component from loading on mobile platforms.editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classhidden_in_game(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmobility(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.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 deactivatedphysics_volume_changed_delegate(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *player_to_watch(str): [Read-Write] The Pixel Streaming player/peer whose video we wish to watch. If this is left blank this component will watch the first non-watched to peer that connects after this component is ready. Note: that when the watched peer disconnects this component is reset to blank and will once again watch the next non-watched to peer that connects.primary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrelative_location(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)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!should_update_physics_volume(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()streamer_to_watch(str): [Read-Write] The Pixel Streaming streamer of the player that we wish to watch. If this is left blank this component will use the default Pixel Streaming streameruse_attach_parent_bound(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.video_consumer(PixelStreaming2MediaTexture): [Read-Write] A sink for the video data received once this connection has finished negotiating.visible(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- property auto_find_peer: bool¶
[Read-Write] If not already watching a player/peer will try to attach for watching the “PlayerToWatch” each tick.
- Type:
(bool)
- is_watching_player() bool¶
True if watching a connected WebRTC peer through Pixel Streaming.
- Return type:
- property player_to_watch: str¶
[Read-Write] The Pixel Streaming player/peer whose video we wish to watch. If this is left blank this component will watch the first non-watched to peer that connects after this component is ready. Note: that when the watched peer disconnects this component is reset to blank and will once again watch the next non-watched to peer that connects.
- Type:
(str)
- reset() None¶
Stops watching any connected player/peer and resets internal state so component is ready to watch again.
- property streamer_to_watch: str¶
[Read-Write] The Pixel Streaming streamer of the player that we wish to watch. If this is left blank this component will use the default Pixel Streaming streamer
- Type:
(str)