unreal.WorldSettings
¶
- class unreal.WorldSettings(outer=None, name='None')¶
Bases:
unreal.Info
Actor containing all script accessible world properties.
C++ Source:
Module: Engine
File: WorldSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_guid
(Guid): [Read-Only] The GUID for this actor.allow_tick_before_begin_play
(bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.always_relevant
(bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).auto_destroy_when_finished
(bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.auto_receive_input
(AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.block_input
(bool): [Read-Write] If true, all input on the stack below this actor will not be consideredbroadphase_settings
(BroadphaseSettings): [Read-Write] Broadphase Settingscan_be_damaged
(bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()can_be_in_cluster
(bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performancecustom_time_dilation
(float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.default_ambient_zone_settings
(InteriorSettings): [Read-Write] Default interior settings used by audio volumes.default_base_sound_mix
(SoundMix): [Read-Write] Default Base SoundMix.default_color_scale
(Vector): [Read-Write] Default color scale for the leveldefault_game_mode
(type(Class)): [Read-Write] The default GameMode to use when starting this map in the game. If this value is NULL, the INI setting for default game type is used.default_max_distance_field_occlusion_distance
(float): [Read-Write] Max occlusion distance used by mesh distance fields, overridden if there is a movable skylight.default_physics_volume_class
(type(Class)): [Read-Write] level specific default physics volumedefault_reverb_settings
(ReverbSettings): [Read-Write] Default reverb settings used by audio volumes.default_update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:[/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable
Another subclass could set their default to something different, such as:
[/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming
dynamic_indirect_shadows_self_shadowing_intensity
(float): [Read-Write] Controls the intensity of self-shadowing from capsule indirect shadows. These types of shadows use approximate occluder representations, so reducing self-shadowing intensity can hide those artifacts.enable_ai_system
(bool): [Read-Write] if set to false AI system will not get created. Use it to disable all AI-related activity on a mapenable_auto_lod_generation
(bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actorenable_hierarchical_lod_system
(bool): [Read-Write] if set to true, hierarchical LODs will be built, which will create hierarchical LODActorsenable_navigation_system
(bool): [Read-Write] Enable Navigation Systemenable_world_bounds_checks
(bool): [Read-Write] If true, enables CheckStillInWorld checksenable_world_composition
(bool): [Read-Write] Enables tools for composing a tiled world. Level has to be saved and all sub-levels removed before enabling this option.enable_world_origin_rebasing
(bool): [Read-Write] World origin will shift to a camera position when camera goes far away from current originfind_camera_component_when_view_target
(bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.force_no_precomputed_lighting
(bool): [Read-Write] Whether to force lightmaps and other precomputed lighting to not be created even when the engine thinks they are needed. This is useful for improving iteration in levels with fully dynamic lighting and shadowing. Note that any lighting and shadowing interactions that are usually precomputed will be lost if this is enabled.generate_overlap_events_during_level_streaming
(bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaminggenerate_single_cluster_for_level
(bool): [Read-Write] If set to true, all eligible actors in this level will be added to a single cluster representing the entire level (used for small sublevels)global_distance_field_view_distance
(float): [Read-Write] Distance from the camera that the global distance field should cover.global_gravity_set
(bool): [Read-Write] If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZglobal_gravity_z
(float): [Read-Write] optional level specific gravity override set by level designerhidden
(bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()hierarchical_lod_setup
(Array(HierarchicalSimplification)): [Read-Write] Hierarchical LOD Setuphlod_baking_transform
(Transform): [Read-Write] Specify the transform to apply to the source meshes when building HLODs.hlod_setup_asset
(Class): [Read-Write] If set overrides the level settings and global project settingsignores_origin_shifting
(bool): [Read-Write] Whether this actor should not be affected by world origin shifting.initial_life_span
(float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.input_priority
(int32): [Read-Write] The priority of this input component when pushed in to the stack.instigator
(Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.is_editor_only_actor
(bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked buildskill_z
(float): [Read-Write] any actor falling below this level gets destroyedkill_z_damage_type
(type(Class)): [Read-Write] The type of damage inflicted when a actor falls below KillZlightmass_settings
(LightmassWorldInfoSettings): [Read-Write] LIGHTMASS RELATED SETTINGS *max_global_time_dilation
(float): [Read-Write] Highest acceptable global time dilation.max_undilated_frame_time
(float): [Read-Write] Largest possible frametime, not considering dilation. Equiv to 1/SlowestFPS.min_global_time_dilation
(float): [Read-Write] Lowest acceptable global time dilation.min_net_update_frequency
(float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequentlymin_undilated_frame_time
(float): [Read-Write] Smallest possible frametime, not considering dilation. Equiv to 1/FastestFPS.minimize_bsp_sections
(bool): [Read-Write] Causes the BSP build to generate as few sections as possible. This is useful when you need to reduce draw calls but can reduce texture streaming efficiency and effective lightmap resolution. Note - changes require a rebuild to propagate. Also, be sure to select all surfaces and make sure they all have the same flags to minimize section count.navigation_system_config
(NavigationSystemConfig): [Read-Write] Holds parameters for NavigationSystem’s creation. Set to Null will resultin NavigationSystem instance not being created for this world. Note that if set NavigationSystemConfigOverride will be used instead.
net_cull_distance_squared
(float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.net_dormancy
(NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.net_load_on_client
(bool): [Read-Write] This actor will be loaded on network clients during map loadnet_priority
(float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicatenet_update_frequency
(float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTimenet_use_owner_relevancy
(bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriorityon_actor_begin_overlap
(ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_end_overlap
(ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_hit
(ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.on_begin_cursor_over
(ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.on_clicked
(ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.on_destroyed
(ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.on_end_cursor_over
(ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.on_end_play
(ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.on_input_touch_begin
(ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.on_input_touch_end
(ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.on_input_touch_enter
(ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.on_input_touch_leave
(ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.on_released
(ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.on_take_any_damage
(TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.on_take_point_damage
(TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.on_take_radial_damage
(TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.only_relevant_to_owner
(bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.optimize_bp_component_data
(bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.override_base_material
(MaterialInterface): [Read-Write] If set overrides the project-wide base material used for Proxy Materialsoverride_default_broadphase_settings
(bool): [Read-Write] Override Default Broadphase Settingspacked_light_and_shadow_map_texture_size
(int32): [Read-Write] Maximum size of textures for packed light and shadow mapsphysics_collision_handler_class
(type(Class)): [Read-Write] optional level specific collision handlerpivot_offset
(Vector): [Read-Write] Local space pivot offset for the actor, only used in the editorplace_cells_only_along_camera_tracks
(bool): [Read-Write] Whether to place visibility cells only along camera tracks or only above shadow casting surfaces.precompute_visibility
(bool): [Read-Write] Whether to place visibility cells inside Precomputed Visibility Volumes and along camera tracks in this level. Precomputing visibility reduces rendering thread time at the cost of some runtime memory and somewhat increased lighting build times.primary_actor_tick
(ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/ see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()relevant_for_level_bounds
(bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevantreplay_rewindable
(bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.replicate_movement
(bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/replicated_movement
(RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocityreplicates
(bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()root_component
(SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehowspawn_collision_handling_method
(SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.sprite_scale
(float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()
use_client_side_level_streaming_volumes
(bool): [Read-Write] Enables client-side streaming volumes instead of server-side. Expected usage scenario: server has all streaming levels always loaded, clients independently stream levels in/out based on streaming volumes.visibility_aggressiveness
(VisibilityAggressiveness): [Read-Write] Determines how aggressive precomputed visibility should be. More aggressive settings cull more objects but also cause more visibility errors like popping.visibility_cell_size
(int32): [Read-Write] World space size of precomputed visibility cells in x and y. Smaller sizes produce more effective occlusion culling at the cost of increased runtime memory usage and lighting build times.world_to_meters
(float): [Read-Write] scale of 1uu to 1m in real world measurements, for HMD and other physically tracked devices (e.g. 1uu = 1cm would be 100.0)
- property default_game_mode¶
[Read-Only] The default GameMode to use when starting this map in the game. If this value is NULL, the INI setting for default game type is used.
- property default_game_type¶
‘default_game_type’ was renamed to ‘default_game_mode’.
- Type
deprecated
- property default_physics_volume_class¶
[Read-Only] level specific default physics volume
- property enable_ai_system¶
[Read-Only] if set to false AI system will not get created. Use it to disable all AI-related activity on a map
- Type
(bool)
[Read-Only] Enable Navigation System
- Type
(bool)
- property enable_world_bounds_checks¶
[Read-Only] If true, enables CheckStillInWorld checks
- Type
(bool)
- property enable_world_composition¶
[Read-Only] Enables tools for composing a tiled world. Level has to be saved and all sub-levels removed before enabling this option.
- Type
(bool)
- property enable_world_origin_rebasing¶
[Read-Only] World origin will shift to a camera position when camera goes far away from current origin
- Type
(bool)
- property global_gravity_set¶
[Read-Only] If set to true we will use GlobalGravityZ instead of project setting DefaultGravityZ
- Type
(bool)
- property global_gravity_z¶
[Read-Only] optional level specific gravity override set by level designer
- Type
(float)
- property kill_z_damage_type¶
[Read-Only] The type of damage inflicted when a actor falls below KillZ
[Read-Only] Holds parameters for NavigationSystem’s creation. Set to Null will result in NavigationSystem instance not being created for this world. Note that if set NavigationSystemConfigOverride will be used instead.
- Type
- property physics_collision_handler_class¶
[Read-Only] optional level specific collision handler