unreal.RazerChromaFunctionLibrary

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

Bases: BlueprintFunctionLibrary

Function library for Razer Chroma devices.

This function library is the main way that your gameplay code will likley interact with the Razer Chroma API to play animations or set any custom effects

C++ Source:

  • Plugin: RazerChromaDevices

  • Module: RazerChromaDevices

  • File: RazerChromaFunctionLibrary.h

classmethod conv_razer_chroma_device_types_to_string(device_types) str

Converts a ERazerChromaDeviceTypes enum to string.

Parameters:

device_types (int32)

Return type:

str

classmethod get_total_duration(anim) float

Returns the duration in seconds of the specified animation.

Parameters:

anim (RazerChromaAnimationAsset)

Return type:

float

classmethod is_animation_playing(anim) bool

Returns true if the given animation is currently playing.

Parameters:

anim (RazerChromaAnimationAsset)

Return type:

bool

classmethod is_chroma_animation_paused(anim) bool

Returns true if the given animation is currently paused.

Parameters:

anim (RazerChromaAnimationAsset)

Return type:

bool

classmethod is_chroma_runtime_available() bool

Returns true if the Razer Chroma runtime libraries are currently available.

This will be false on any machines that do not have Razer Chroma installed on them, and thus cannot set any Razer Chroma effects.

Return type:

bool

classmethod pause_chroma_animation(anim_to_pause) None

Pauses the given animation if it is currently playing

Parameters:

anim_to_pause (RazerChromaAnimationAsset)

classmethod play_chroma_animation(anim_to_play, looping=False) bool

Attempts to play the given Chroma animation file.

If the Chroma Runtime is not available, nothing will happen.

Parameters:
  • anim_to_play (RazerChromaAnimationAsset) – The Razer Chroma animation asset.

  • looping (bool) – If true, this animation will loop (start re-playing after it finishes)

Returns:

True if successfully played, false otherwise.

Return type:

bool

classmethod resume_chroma_animation(anim_to_resume, loop) None

Resumes the given animation if it has been paused.

Parameters:
  • anim_to_resume (RazerChromaAnimationAsset) – The animation to resume.

  • loop (bool) – If true, this animation will loop (start re-playing after it finishes)

classmethod set_all_devices_static_color(color_to_set, device_types) None

Sets the color of every connected Razer Chroma Device to this static color

Parameters:
  • color_to_set (Color) – The color to set the devices to (the alpha channel is not used)

  • device_types (int32) – Which types of razer devices you would like to set the color on if they are available

classmethod set_event_name(name) int32
  • Name the Chroma event to add extras like haptics to supplement the event

Parameters:

name (str) – Empty string will stop haptic playback * Name specifies an identifier that adds extras to game events like haptics

Return type:

int32

classmethod set_idle_animation(new_idle_animation) None

Sets the idle animation for this application. This animation will play if no other animations are playing at the moment.

By default, the idle animation is set via the project settings, but it can be changed at runtime.

Parameters:

new_idle_animation (RazerChromaAnimationAsset)

classmethod set_use_idle_animation(use_idle_animation) None

Sets whether or not we should use an idle currently an animation

Parameters:

use_idle_animation (bool)

classmethod stop_all_chroma_animations() None

Stops all currently active Chroma animations

classmethod stop_chroma_animation(anim_to_stop) None

Stops the given Chroma Animation if it is currently playing.

Parameters:

anim_to_stop (RazerChromaAnimationAsset)

classmethod use_forward_chroma_events(toggle) None
  • On by default, UseForwardChromaEvents sends the animation name to SetEventName

  • automatically when PlayAnimationName is called.

Parameters:

toggle (bool) – If true, PlayAnimation calls will pass the animation note to SetEventName. * If false, PlayAnimation will not invoke SetEventName.