unreal.CullingField
¶
-
class
unreal.
CullingField
(outer=None, name='None')¶ Bases:
unreal.FieldNodeBase
UCullingField
C++ Source:
Module: FieldSystemEngine
File: FieldSystemObjects.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.culling
(FieldNodeBase): [Read-Write] Cullingeditable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classfield
(FieldNodeBase): [Read-Write] Fieldis_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 deactivatedoperation
(FieldCullingOperationType): [Read-Write] Operationprimary_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!
-
property
culling
¶ [Read-Write] Culling
- Type
-
property
field
¶ [Read-Write] Field
- Type
-
property
operation
¶ [Read-Write] Operation
- Type
-
set_culling_field
(culling, field, operation) → CullingField¶ Set Culling Field
- Parameters
culling (FieldNodeBase) –
field (FieldNodeBase) –
operation (FieldCullingOperationType) –
- Returns
- Return type