unreal.UAFComponent

class unreal.UAFComponent

Bases: ActorComponent

C++ Source:

  • Plugin: UAF

  • Module: UAF

  • File: AnimNextComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_data (InstancedStruct): [Read-Write]

  • 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

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • init_method (AnimNextModuleInitMethod): [Read-Write] How to initialize the system

  • inputs (Array[UAFComponentInputDesc]): [Read-Write] The inputs to this UAF system. These map the outputs of other UAF components to the specified input values of this component’s current system. ~ Note that these are EditDefaultsOnly to work around limitations with array editing for component instances. If we want to make these ~ per-instance-editable, then we may need a custom handler for component instance data to support that.

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • 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

  • output_component (ComponentReference): [Read-Write] The skeletal mesh component that this UAF system will animate against. If this is not set, then the first component that is found on the actor will be used. Note that setting this does not necessarily mean that the mesh’s pose will be written by the UAF system, only that the output value will match the skeletal mesh component’s ‘shape’. ~ Note that this is EditDefaultsOnly to complement Inputs.

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • 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!

  • setup_character_movement_dependency (bool): [Read-Write] When set, this component automatically adds a tick prerequisite to ensure the owning character’s movement component ticks before this system. Only takes effect if the owner is or inherits from ACharacter and this component outputs to its Mesh component. This mimics the default behavior on a character when animation blueprints are used. */

  • show_debug_drawing (bool): [Read-Write] When checked, the system’s debug drawing instructions are drawn in the viewport

  • skeletal_mesh_component_output_mode (UAFSkeletalMeshComponentOutputMode): [Read-Write] The operation to perform when outputting values with respect to a skeletal mesh component

add_component_prerequisite(component, event_name) None

Add a prerequisite dependency on the component’s primary tick function to the specified event The component will tick before the event

Parameters:
  • component (ActorComponent) – The component to add as a prerequisite

  • event_name (Name) – The event to add the dependency to

add_component_subsequent(component, event_name) None

Add a subsequent dependency on the component’s primary tick function to the specified event The component will tick after the event

Parameters:
  • component (ActorComponent) – The component to add as a subsequent of the event

  • event_name (Name) – The event to add the dependency to

add_module_event_prerequisite(event_name, other_anim_next_component, other_event_name) None

Add a prerequisite anim next event dependency to the specified event

Parameters:
  • event_name (Name) – The event name in this component

  • other_anim_next_component (UAFComponent)

  • other_event_name (Name)

add_module_event_subsequent(event_name, other_anim_next_component, other_event_name) None

Add a subsequent anim next event dependency to the specified event

Parameters:
  • event_name (Name) – The event name in this component

  • other_anim_next_component (UAFComponent)

  • other_event_name (Name)

get_system_reference() UAFWeakSystemReference

Get a reference to the registered system

Return type:

UAFWeakSystemReference

is_slot_active(slot_node_name) bool

Return true if the running UAF System has an active montage in the given slot. A UAnimMontage that is playing in the slot and blending out is not determined to be “active”.

Parameters:

slot_node_name (Name)

Return type:

bool

remove_component_prerequisite(component, event_name) None

Remove a prerequisite on the component’s primary tick function from the specified event

Parameters:
  • component (ActorComponent) – The component to remove as a prerequisite

  • event_name (Name) – The event to add the dependency to

remove_component_subsequent(component, event_name) None

Remove a subsequent dependency on the component’s primary tick function from the specified event

Parameters:
  • component (ActorComponent) – The component to remove as a subsequent of the event

  • event_name (Name) – The event to add the dependency to

remove_module_event_prerequisite(event_name, other_anim_next_component, other_event_name) None

Remove a prerequisite anim next event dependency from the specified event

Parameters:
  • event_name (Name) – The event name in this component

  • other_anim_next_component (UAFComponent)

  • other_event_name (Name)

remove_module_event_subsequent(event_name, other_anim_next_component, other_event_name) None

Remove a subsequent anim next event dependency from the specified event

Parameters:
  • event_name (Name) – The event name in this component

  • other_anim_next_component (UAFComponent)

  • other_event_name (Name)

show_debug_drawing(show_debug_drawing) None

Enable or disable debug drawing. Note only works in builds with UE_ENABLE_DEBUG_DRAWING enabled

Parameters:

show_debug_drawing (bool)