unreal.Text3DComponent

class unreal.Text3DComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: 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 parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_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 navigation

  • character_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 class

  • enforce_upper_case (bool): [Read-Write] Whether to force upper case for text

  • font (Font): [Read-Write] Text font defines the style of rendered characters

  • font_size (float): [Read-Write] Text font size defines the size of each rendered character

  • geometry_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 builds

  • layout_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 reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • physics_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 Component

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_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 mesh

  • text_generated_delegate (TextGenerated): [Read-Write]

  • text_renderer (Text3DRendererBase): [Read-Only] Active renderer in charge of generating text geometry

  • text_renderer_class (type(Class)): [Read-Write] The renderer class to use to create the text geometry

  • token_extension (Text3DTokenExtensionBase): [Read-Only]

  • typeface (Name): [Read-Write] Text font face, subset within font like bold, italic, regular

  • use_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.

property enforce_upper_case: bool

[Read-Write] Whether to force upper case for text

Type:

(bool)

property font: Font

[Read-Write] Text font defines the style of rendered characters

Type:

(Font)

get_bounds() -> (origin=Vector, box_extent=Vector)

Get whole text rendered bounds

Returns:

origin (Vector):

box_extent (Vector):

Return type:

tuple

get_font_size() float

Get Font Size

Return type:

float

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:

Text

get_geometry_extension(extension_class) Text3DGeometryExtensionBase

Get Geometry Extension

Parameters:

extension_class (type(Class))

Return type:

Text3DGeometryExtensionBase

get_layout_effects(effect_class) Array[Text3DLayoutEffectBase]

Get Layout Effects

Parameters:

effect_class (type(Class))

Return type:

Array[Text3DLayoutEffectBase]

get_layout_extension(extension_class) Text3DLayoutExtensionBase

Get Layout Extension

Parameters:

extension_class (type(Class))

Return type:

Text3DLayoutExtensionBase

get_material_extension(extension_class) Text3DMaterialExtensionBase

Get Material Extension

Parameters:

extension_class (type(Class))

Return type:

Text3DMaterialExtensionBase

get_rendering_extension(extension_class) Text3DRenderingExtensionBase

Get Rendering Extension

Parameters:

extension_class (type(Class))

Return type:

Text3DRenderingExtensionBase

get_style_extension(extension_class) Text3DStyleExtensionBase

Get Style Extension

Parameters:

extension_class (type(Class))

Return type:

Text3DStyleExtensionBase

get_text_renderer_class()

Get Text Renderer Class

Return type:

type(Class)

get_token_extension(extension_class) Text3DTokenExtensionBase

Get Token Extension

Parameters:

extension_class (type(Class))

Return type:

Text3DTokenExtensionBase

set_back_material(value) None

Set the text back material

Parameters:

value (MaterialInterface)

set_bevel(value) None

Set the 3d bevel value

Parameters:

value (float)

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_font_size(size) None

Set the text font size

Parameters:

size (float)

set_front_material(value) None

Set the text front material

Parameters:

value (MaterialInterface)

set_has_max_height(value) None

Enable / Disable a Maximum Height

Parameters:

value (bool)

set_has_max_width(value) None

Enable / Disable a Maximum Width

Parameters:

value (bool)

set_has_outline(value) None

Set whether an outline is applied.

Parameters:

value (bool)

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_outline_expand(value) None

Set the outline width.

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_renderer_class(class_) None

Set Text Renderer Class

Parameters:

class (type(Class))

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: Text

[Read-Write] The text to generate a 3d mesh

Type:

(Text)

property text_generated_delegate: TextGenerated

[Read-Write]

Type:

(TextGenerated)

property typeface: Name

[Read-Write] Text font face, subset within font like bold, italic, regular

Type:

(Name)