unreal.VirtualCameraConcertCameraComponent
¶
- class unreal.VirtualCameraConcertCameraComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponent
A class to transfer Camera data in MU session
C++ Source:
Plugin: VirtualCamera
Module: VirtualCamera
File: VirtualCameraConcertCameraComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_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.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.component_to_track
(CineCameraComponent): [Read-Write] The camera component that will be tracked.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classhas_authority
(bool): [Read-Only] Is that component sending the camera information or receiving it.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 deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!send_update_in_editor
(bool): [Read-Write] When the component has the authority and we are in the editor, we should broadcast the update. note: The component needs to be owned by an actor that is ticked in the editor. See: ShouldTickIfViewportsOnlytracking_name
(Name): [Read-Write] The tracked name used by the multi user system to send the data. When not set the component name will be used. That may conflict with another instance that has the same name but within different actors.update_camera_component_transform
(bool): [Read-Write] Should update the camera component relative location & rotation.
- property component_to_track¶
[Read-Write] The camera component that will be tracked.
- Type
- property has_authority¶
[Read-Only] Is that component sending the camera information or receiving it.
- Type
(bool)
- property send_update_in_editor¶
[Read-Write] When the component has the authority and we are in the editor, we should broadcast the update. note: The component needs to be owned by an actor that is ticked in the editor. See: ShouldTickIfViewportsOnly
- Type
(bool)