unreal.TakeRecorderActorSource

class unreal.TakeRecorderActorSource(outer=None, name='None')

Bases: unreal.TakeRecorderSource

This Take Recorder Source can record an actor from the World’s properties. Records the properties of the actor and the components on the actor and safely handles new components being spawned at runtime and the actor being destroyed.

C++ Source:

  • Plugin: Takes

  • Module: TakeRecorderSources

  • File: TakeRecorderActorSource.h

Editor Properties: (see get_editor_property/set_editor_property)

  • enabled (bool): [Read-Write] True if this source is cued for recording or not

  • record_parent_hierarchy (bool): [Read-Write] Whether to ensure that the parent hierarchy is also recorded. If recording to possessable and the parent is not recorded, the recorded transforms will be in local space since the child will still be attached to the parent in the level after recording. If recording to spawnable and the parent is not recorded, the recorded transforms will be in global space since the child will not be attached to the parent in the level.

  • record_type (TakeRecorderActorRecordType): [Read-Write] Should this actor be recorded as a Possessable in Sequencer? If so the resulting Object Binding will not create a Spawnable copy of this object and instead will possess this object in the level.

  • recorded_properties (ActorRecorderPropertyMap): [Read-Write] Lists the properties and components on the current actor and whether or not each property will be recorded into a track in the resulting Level Sequence.

  • reduce_keys (bool): [Read-Write] Whether to perform key-reduction algorithms as part of the recording

  • take_number (int32): [Read-Write] Take Number

  • target (Actor): [Read-Write] Reference to the actor in the world that should have it’s properties recorded.

  • track_tint (Color): [Read-Write] Track Tint

classmethod add_source_for_actor(actor, sources)TakeRecorderSource
  • Add a take recorder source for the given actor.

Parameters
Returns

The added source or the source already present with the same actor

Return type

TakeRecorderSource

get_source_actor()Actor

Get Source Actor

Returns

Return type

Actor

property record_parent_hierarchy

[Read-Write] Whether to ensure that the parent hierarchy is also recorded. If recording to possessable and the parent is not recorded, the recorded transforms will be in local space since the child will still be attached to the parent in the level after recording. If recording to spawnable and the parent is not recorded, the recorded transforms will be in global space since the child will not be attached to the parent in the level.

Type

(bool)

property record_type

[Read-Write] Should this actor be recorded as a Possessable in Sequencer? If so the resulting Object Binding will not create a Spawnable copy of this object and instead will possess this object in the level.

Type

(TakeRecorderActorRecordType)

property recorded_properties

[Read-Write] Lists the properties and components on the current actor and whether or not each property will be recorded into a track in the resulting Level Sequence.

Type

(ActorRecorderPropertyMap)

property reduce_keys

[Read-Write] Whether to perform key-reduction algorithms as part of the recording

Type

(bool)

classmethod remove_actor_from_sources(actor, sources)None
  • Remove the given actor from TakeRecorderSources.

Parameters
  • actor (Actor) – The actor to remove from the sources *

  • sources (TakeRecorderSources) – The sources from where to remove the actor

set_source_actor(target)None

Set the Target actor that we are going to record. Will reset the Recorded Property Map to defaults.

Parameters

target (Actor) –

property target

[Read-Write] Reference to the actor in the world that should have it’s properties recorded.

Type

(Actor)