unreal.Text3DComponent¶
- class unreal.Text3DComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SceneComponentText 3DComponent
C++ Source:
Plugin: Text3D
Module: Text3D
File: Text3DComponent.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.can_ever_affect_navigation(bool): [Read-Write] Whether this component can potentially influence navigationcharacter_extension(Text3DCharacterExtensionBase): [Read-Only]component_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 classenforce_upper_case(bool): [Read-Write] Whether to force upper case for textfont(Font): [Read-Write] Text font defines the style of rendered charactersfont_size(float): [Read-Write] Text font size defines the size of each rendered charactergeometry_extension(Text3DGeometryExtensionBase): [Read-Only]hidden_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 buildslayout_effects(Array[Text3DLayoutEffectBase]): [Read-Write]layout_extension(Text3DLayoutExtensionBase): [Read-Only]material_extension(Text3DMaterialExtensionBase): [Read-Only]mobility(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 *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)rendering_extension(Text3DRenderingExtensionBase): [Read-Only]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()style_extension(Text3DStyleExtensionBase): [Read-Only]text(Text): [Read-Write] The text to generate a 3d meshtext_generated_delegate(TextGenerated): [Read-Write]text_renderer(Text3DRendererBase): [Read-Only] Active renderer in charge of generating text geometrytext_renderer_class(type(Class)): [Read-Write] The renderer class to use to create the text geometrytoken_extension(Text3DTokenExtensionBase): [Read-Only]typeface(Name): [Read-Write] Text font face, subset within font like bold, italic, regularuse_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.visible(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- get_bounds() -> (origin=Vector, box_extent=Vector)¶
Get whole text rendered bounds
- Returns:
origin (Vector):
box_extent (Vector):
- Return type:
tuple
- get_formatted_text() Text¶
Returns the Text property, after being formatted by the FormatText virtual function. If FormatText is not overriden, the return FText will be the same as the Text property.
- Return type:
- get_geometry_extension(extension_class) Text3DGeometryExtensionBase¶
Get Geometry Extension
- Parameters:
- Return type:
- get_layout_effects(effect_class) Array[Text3DLayoutEffectBase]¶
Get Layout Effects
- Parameters:
- Return type:
- get_layout_extension(extension_class) Text3DLayoutExtensionBase¶
Get Layout Extension
- Parameters:
- Return type:
- get_material_extension(extension_class) Text3DMaterialExtensionBase¶
Get Material Extension
- Parameters:
- Return type:
- get_rendering_extension(extension_class) Text3DRenderingExtensionBase¶
Get Rendering Extension
- Parameters:
- Return type:
- get_style_extension(extension_class) Text3DStyleExtensionBase¶
Get Style Extension
- Parameters:
- Return type:
- get_token_extension(extension_class) Text3DTokenExtensionBase¶
Get Token Extension
- Parameters:
- Return type:
- set_back_material(value) None¶
Set the text back material
- Parameters:
value (MaterialInterface)
- set_bevel_material(value) None¶
Set the text bevel material
- Parameters:
value (MaterialInterface)
- set_bevel_segments(value) None¶
Set the amount of segments that will be used to tessellate the Bevel
- Parameters:
value (int32)
- set_bevel_type(value) None¶
Set the 3d bevel type
- Parameters:
value (Text3DBevelType)
- set_cast_shadow(new_cast_shadow) None¶
Set the value of CastShadow.
- Parameters:
new_cast_shadow (bool)
- set_extrude(value) None¶
Set the text extrusion size and signal the primitives to be rebuilt
- Parameters:
value (float)
- set_extrude_material(value) None¶
Set the text extrude material
- Parameters:
value (MaterialInterface)
- set_front_material(value) None¶
Set the text front material
- Parameters:
value (MaterialInterface)
- set_horizontal_alignment(value) None¶
Set the horizontal alignment value and signal the primitives to be rebuilt
- Parameters:
value (Text3DHorizontalTextAlignment)
- set_kerning(value) None¶
Set the kerning value and signal the primitives to be rebuilt
- Parameters:
value (float)
- set_line_spacing(value) None¶
Set the line spacing value and signal the primitives to be rebuilt
- Parameters:
value (float)
- set_max_height(value) None¶
Set the Maximum Height - If height is larger, mesh will scale down to fit MaxHeight value
- Parameters:
value (float)
- set_max_width(value) None¶
Set the Maximum Width - If width is larger, mesh will scale down to fit MaxWidth value
- Parameters:
value (float)
- set_max_width_handling(value) None¶
Set the Maximum Width Handling - Whether to wrap before scaling when the text size reaches the max width
- Parameters:
value (Text3DMaxWidthHandling)
- set_scale_proportionally(value) None¶
Set if the mesh should scale proportionally when Max Width/Height is set
- Parameters:
value (bool)
- set_vertical_alignment(value) None¶
Set the vertical alignment and signal the primitives to be rebuilt
- Parameters:
value (Text3DVerticalTextAlignment)
- set_word_spacing(value) None¶
Set the word spacing value and signal the primitives to be rebuilt
- Parameters:
value (float)
- property text_generated_delegate: TextGenerated¶
[Read-Write]
- Type:
(TextGenerated)