unreal.UAFComponent¶
- class unreal.UAFComponent¶
Bases:
ActorComponentC++ 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 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 navigationcomponent_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 classinit_method(AnimNextModuleInitMethod): [Read-Write] How to initialize the systeminputs(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 buildson_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 deactivatedoutput_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 Componentreplicate_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 viewportskeletal_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:
- 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”.
- 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)