unreal.WorldPartitionStreamingQuerySource
¶
- class unreal.WorldPartitionStreamingQuerySource(location: Vector = Ellipsis, radius: float = 0.0, use_grid_loading_range: bool = False, data_layers: None = [], data_layers_only: bool = False, spatial_query: bool = False)¶
Bases:
StructBase
Structure containing all properties required to query a streaming state
C++ Source:
Module: Engine
File: WorldPartitionStreamingSource.h
Editor Properties: (see get_editor_property/set_editor_property)
data_layers
(Array[Name]): [Read-Write] Optional list of data layers to specialize the query. If empty only non data layer cells will be returned by the query.data_layers_only
(bool): [Read-Write] If True, Only cells that are in a data layer found in DataLayers property will be returned by the query.location
(Vector): [Read-Write] Location to query. (not used if bSpatialQuery is false)radius
(float): [Read-Write] Radius to query. (not used if bSpatialQuery is false)spatial_query
(bool): [Read-Write] If False, Location/Radius will not be used to find the cells. Only AlwaysLoaded cells will be returned by the query.use_grid_loading_range
(bool): [Read-Write] If True, Instead of providing a query radius, query can be bound to loading range radius.
- property data_layers: None¶
[Read-Write] Optional list of data layers to specialize the query. If empty only non data layer cells will be returned by the query.
- property data_layers_only: bool¶
[Read-Write] If True, Only cells that are in a data layer found in DataLayers property will be returned by the query.
- Type:
(bool)
- property location: Vector¶
[Read-Write] Location to query. (not used if bSpatialQuery is false)
- Type:
(Vector)
- property radius: float¶
[Read-Write] Radius to query. (not used if bSpatialQuery is false)
- Type:
(float)