unreal.UUsdTestComponent¶
- class unreal.UUsdTestComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponentUUsd Test Component
C++ Source:
Plugin: USDImporter
Module: USDImporter
File: UsdTestActor.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.bool_array_property(Array(bool)): [Read-Write] Bool Array Propertybool_property(bool): [Read-Write] Bool Propertybyte_array_property(Array(uint8)): [Read-Write] Byte Array Propertybyte_property(uint8): [Read-Write] Byte Propertycan_ever_affect_navigation(bool): [Read-Write] Whether this component can potentially influence navigationcolor_array_property(Array(Color)): [Read-Write] Color Array Propertycolor_property(Color): [Read-Write] Color Propertycomponent_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.double_array_property(Array(double)): [Read-Write] Double Array Propertydouble_property(double): [Read-Write] Double Propertyeditable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenum_array_property(Array(UsdTestEnum)): [Read-Write] Enum Array Propertyenum_property(UsdTestEnum): [Read-Write] Enum Propertyfloat_array_property(Array(float)): [Read-Write] Float Array Propertyfloat_property(float): [Read-Write] Float Propertyhidden_in_game(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.int16_array_property(Array(int16)): [Read-Write] Int 16Array Propertyint16_property(int16): [Read-Write] Int 16Propertyint32_array_property(Array(int32)): [Read-Write] Int 32Array Propertyint32_property(int32): [Read-Write] Int 32Propertyint64_array_property(Array(int64)): [Read-Write] Int 64Array Propertyint64_property(int64): [Read-Write] Int 64Propertyint8_array_property(Array(int8)): [Read-Write] Arraysint8_property(int8): [Read-Write] Basic propertiesis_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildslinear_color_array_property(Array(LinearColor)): [Read-Write] Linear Color Array Propertylinear_color_property(LinearColor): [Read-Write] Linear Color Propertymobility(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.name_array_property(Array(Name)): [Read-Write] Name Array Propertyname_property(Name): [Read-Write] Name Propertyobject_array_property(Array(Object)): [Read-Write] Object Array Propertyobject_property(Object): [Read-Write] Object Propertyon_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)replicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!rotator_array_property(Array(Rotator)): [Read-Write] Rotator Array Propertyrotator_property(Rotator): [Read-Write] Rotator Propertyshould_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()string_array_property(Array(str)): [Read-Write] String Array Propertystring_property(str): [Read-Write] String Propertytext_array_property(Array(Text)): [Read-Write] Text Array Propertytext_property(Text): [Read-Write] Text Propertyunsigned_int16_array_property(Array(uint16)): [Read-Write] Unsigned Int 16Array Propertyunsigned_int16_property(uint16): [Read-Write] Unsigned Int 16Propertyunsigned_int32_array_property(Array(uint32)): [Read-Write] Unsigned Int 32Array Propertyunsigned_int32_property(uint32): [Read-Write] Unsigned Int 32Propertyunsigned_int64_array_property(Array(uint64)): [Read-Write] Unsigned Int 64Array Propertyunsigned_int64_property(uint64): [Read-Write] Unsigned Int 64Propertyuse_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.vector2_array_property(Array(Vector2D)): [Read-Write] Vector 2Array Propertyvector2_property(Vector2D): [Read-Write] Vector 2Propertyvector3_array_property(Array(Vector)): [Read-Write] Vector 3Array Propertyvector3_property(Vector): [Read-Write] Vector 3Propertyvector4_array_property(Array(Vector4)): [Read-Write] Vector 4Array Propertyvector4_property(Vector4): [Read-Write] Vector 4Propertyvisible(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.