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.
auto_run(bool): [Read-Write] When set, we’ll call EnqueueRendering() each frame automatically. If left off, it is up to the user to manually call their composure rendering. Toggle this on/off at runtime to enable/disable this pipeline.
auto_run_child_elements_and_self(bool): [Read-Write] When set to false, all composure elements including itself’s rendering will not automatically be called in the pipeline. When set to true, all of its children and its self’s rendering will be called every frame.
block_input(bool): [Read-Write] If true, all input on the stack below this actor will not be considered
camera_source(SceneCameraLinkType): [Read-Write] *************************// Inputs
can_be_damaged(bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. https://www.unrealengine.com/blog/damage-in-ue4: 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 performance
compositing_target(ComposureCompositingTargetComponent): [Read-Write] Compositing Target
custom_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_input_type(type(Class)): [Read-Write] Default Input Type
default_output_type(type(Class)): [Read-Write] Default Output Type
default_transform_type(type(Class)): [Read-Write] Default Transform Type
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 UpdateOverlapsMethodDuringLevelStreaming:
enable_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 Actor
find_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.
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. UpdateOverlapsMethodDuringLevelStreaming:
hidden(bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. SetActorHiddenInGame():
ignores_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.
inputs(Array(CompositingElementInput)): [Read-Write] *************************// Pipeline Passes // - protected to prevent users from directly modifying these lists (use the accessor functions instead)
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 builds
min_net_update_frequency(float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently
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 load
net_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 replicate
net_update_frequency(float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTime
net_use_owner_relevancy(bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority
on_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. 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. 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. 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_final_pass_rendered_bp(DynamicOnFinalPassRendered): [Read-Write] Called when the final output of this element is rendered
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.
on_transform_pass_rendered_bp(DynamicOnTransformPassRendered): [Read-Write] Called when a transform pass on this element is rendered
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.
outputs(Array(CompositingElementOutput)): [Read-Write] Outputs
pivot_offset(Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor
post_process_proxy(ComposurePostProcessingPassProxy): [Read-Write] Post Process Proxy
preview_transform(CompositingElementTransform): [Read-Write] Preview Transform
preview_transform_source(InheritedSourceType): [Read-Write] Preview Transform Source
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. https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/: 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 IsLevelBoundsRelevant
render_format(TextureRenderTargetFormat): [Read-Write] Render Format
render_resolution(IntPoint): [Read-Write] Render Resolution
replay_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. SetReplicates(): https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/:
replicated_movement(RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocity
replicates(bool): [Read-Write] If true, this actor will replicate to remote machines SetReplicates():
resolution_source(InheritedSourceType): [Read-Write] *************************// Outputs
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 somehow
run_in_editor(bool): [Read-Write] With bAutoRun, this will run EnqueueRendering() in editor - enqueuing render calls along with Editor scene rendering.
spawn_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.
target_camera_actor(CameraActor): [Read-Write] Target Camera Actor
transform_passes(Array(CompositingElementTransform)): [Read-Write] Transform Passes
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. bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming():
use_shared_target_pool(bool): [Read-Write] Use Shared Target Pool
add_new_input_pass(pass_name, input_type) → CompositingElementInput¶
Add New Input Pass
add_new_output_pass(pass_name, output_type) → CompositingElementOutput¶
Add New Output Pass
add_new_transform_pass(pass_name, transform_type) → CompositingElementTransform¶
Add New Transform Pass
[Read-Only] Compositing Target
create_new_input_pass(pass_name, input_type) → CompositingElementInput¶
Create a new input pass into the public list which directly shows in the editor.
create_new_output_pass(pass_name, output_type) → CompositingElementOutput¶
Create a new Output pass into the public list which directly shows in the editor.
create_new_transform_pass(pass_name, transform_type) → CompositingElementTransform¶
Create a new Transform pass into the public list which directly shows in the editor.
delete_pass(pass_to_delete) → bool¶
Delete a specific pass. This function deals with the public list where deletion is directly reflected in the editor.
find_input_pass(input_type, optional_pass_name="None") -> (CompositingElementInput, pass_result=Texture)¶
*************************// Pass Management
find_named_render_result(pass_name, search_sub_elements=True) → Texture¶
Find Named Render Result
find_output_pass(output_type, optional_pass_name='None') → CompositingElementOutput¶
Find Output Pass
find_transform_pass(transform_type, optional_pass_name="None") -> (CompositingElementTransform, pass_result=Texture)¶
Find Transform Pass
Get the first level of current element’s child composure elements.
get_comp_element_name() → Name¶
Return the FName of the composure element object
- Return type
get_element_parent() → CompositingElement¶
Get the parent composure element of current element.
bool Whether the function successfully finds the parent or not.
- Return type
get_opacity() → float¶
Return the rendering opacity of current composure actor.
float The rendering opacity of current composure element.
- Return type
get_render_priority() → int32¶
Get Render Priority
- Return type
[Read-Only] *************************// Pipeline Passes // - protected to prevent users from directly modifying these lists (use the accessor functions instead)
is_sub_element() → bool¶
Determines whether current composure element is a child of another composure element or not.
bool Whether current composure actor is a child actor or not.
- Return type
[Read-Write] Called when the final output of this element is rendered
[Read-Write] Called when a transform pass on this element is rendered
register_pass_result(reference_name, pass_result, set_as_latest_render_result=True) → None¶
Register Pass Result
release_owned_target(owned_target) → bool¶
Release Owned Target
render_comp_element(camera_cut_this_frame) → Texture¶
Render Comp Element
render_compositing_material(comp_material, render_scale=1.000000, result_lookup_name="None", usage_tag=TargetUsageFlags.USAGE_NONE) -> (Texture, comp_material=CompositingMaterial)¶
Render Compositing Material
render_compositing_material_to_target(comp_material, render_target, result_lookup_name="None") -> (TextureRenderTarget2D, comp_material=CompositingMaterial)¶
Render Compositing Material to Target
request_named_render_target(reference_name, render_percentage=1.0, usage_tag=TargetUsageFlags.USAGE_NONE) → TextureRenderTarget2D¶
Request Named Render Target
set_editor_color_picker_display_image(picker_display_image) → None¶
EDITOR ONLY - Specifies an intermediate image to display when picking (if left unset, we default to the final output image)
picker_display_image (Texture) –
set_editor_color_picking_target(picking_target) → None¶
EDITOR ONLY - Specifies which intermediate target to pick colors from (if left unset, we default to the display image)
picking_target (TextureRenderTarget2D) –
set_element_name(new_name) → None¶
Rename composure actor’s name
new_name (Name) – New name for current composure element.
set_opacity(new_opacity) → None¶
Set the rendering opacity of current composure actor.
new_opacity (float) – The new opacity value set to the composure element.
set_target_camera(new_camera_actor) → None¶
Set Target Camera
new_camera_actor (CameraActor) –