unreal.Text3DComponent
¶
- class unreal.Text3DComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent
Text 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 componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.back_material
(MaterialInterface): [Read-Write] Material for the back partbevel
(float): [Read-Write] Size of bevelbevel_material
(MaterialInterface): [Read-Write] Material for the bevel partbevel_segments
(int32): [Read-Write] Bevel Segments (Defines the amount of tesselation for the bevel part)bevel_type
(Text3DBevelType): [Read-Write] Bevel Typecan_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] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classextrude
(float): [Read-Write] Size of the extrudeextrude_material
(MaterialInterface): [Read-Write] Material for the extruded partfont
(Font): [Read-Write] Text fontfront_material
(MaterialInterface): [Read-Write] Material for the front parthas_max_height
(bool): [Read-Write] Enables a maximum height to the 3D Texthas_max_width
(bool): [Read-Write] Enables a maximum width to the 3D Texthidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.horizontal_alignment
(Text3DHorizontalTextAlignment): [Read-Write] Horizontal text alignmentis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildskerning
(float): [Read-Write] Text kerningline_spacing
(float): [Read-Write] Extra line spacingmax_height
(float): [Read-Write] Sets a maximum height to the 3D Textmax_width
(float): [Read-Write] Sets a maximum width to the 3D Textmobility
(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 deactivatedoutline
(bool): [Read-Write] Generate Outlinephysics_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)replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!scale_proportionally
(bool): [Read-Write] Should the mesh scale proportionally when Max Width/Height is setshould_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()text
(Text): [Read-Write] The text to generate a 3d meshuse_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.vertical_alignment
(Text3DVerticalTextAlignment): [Read-Write] Vertical text alignmentvisible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.word_spacing
(float): [Read-Write] Extra word spacing
- property back_material¶
[Read-Write] Material for the back part
- Type
- property bevel_material¶
[Read-Write] Material for the bevel part
- Type
- property bevel_segments¶
[Read-Write] Bevel Segments (Defines the amount of tesselation for the bevel part)
- Type
(int32)
- property bevel_type¶
[Read-Write] Bevel Type
- Type
- property extrude_material¶
[Read-Write] Material for the extruded part
- Type
- property front_material¶
[Read-Write] Material for the front part
- Type
- property horizontal_alignment¶
[Read-Write] Horizontal text alignment
- property scale_proportionally¶
[Read-Write] Should the mesh scale proportionally when Max Width/Height is set
- Type
(bool)
- 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 tesselate the Bevel
- Parameters
value (int32) –
- set_bevel_type(value) → None¶
Set the 3d bevel type
- Parameters
value (Text3DBevelType) –
- 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_font(font) → None¶
Set the text font and signal the primitives to be rebuilt
- Parameters
font (Font) –
- set_freeze(freeze) → None¶
Freeze mesh rebuild, to avoid unnecessary mesh rebuilds when setting a few properties together
- Parameters
freeze (bool) –
- 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_scale_proportionally(value) → None¶
Set if the mesh should scale proportionally when Max Width/Height is set
- Parameters
value (bool) –
- set_text(value) → None¶
Set the text value and signal the primitives to be rebuilt
- Parameters
value (Text) –
- 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 vertical_alignment¶
[Read-Write] Vertical text alignment
- Type