unreal._ObjectBase
¶
- class unreal._ObjectBase(outer=None, name='None')¶
Bases:
unreal._WrapperBase
Type for all UE4 exposed object instances
- call_method(name, args=tuple(), kwargs=dict()) → object – call a method on this object via Unreal reflection using the given ordered (tuple) or named (dict) argument data - allows calling methods that don’t have Python glue¶
- classmethod cast(object) → Object – cast the given object to this Unreal object type¶
- get_class() → Class – get the Unreal class of this instance¶
- classmethod get_default_object() → Object – get the Unreal class default object (CDO) of this type¶
- get_editor_property(name) → object – get the value of any property visible to the editor¶
- get_fname() → FName – get the name of this instance¶
- get_full_name() → str – get the full name (class name + full path) of this instance¶
- get_name() → str – get the name of this instance¶
- get_outer() -> Object -- get the outer object from this instance (if any)¶
- get_outermost() → Package – get the outermost object (the package) from this instance¶
- get_path_name() → str – get the path name of this instance¶
- get_typed_outer(type) -> type() -- get the first outer object of the given type from this instance (if any)¶
- get_world() -> World -- get the world associated with this instance (if any)¶
- modify(bool) -> bool -- inform that this instance is about to be modified (tracks changes for undo/redo if transactional)¶
- rename(name=None, outer=None) → bool – rename this instance¶
- set_editor_properties(property_info) → None – set the value of any properties visible to the editor (from a name->value dict), ensuring that the pre/post change notifications are called¶
- set_editor_property(name, value, notify_mode=PropertyAccessChangeNotifyMode.DEFAULT) → None – set the value of any property visible to the editor, ensuring that the pre/post change notifications are called¶
- classmethod static_class() → Class – get the Unreal class of this type¶