unreal.LODSyncComponent
¶
-
class
unreal.
LODSyncComponent
(outer=None, name='None')¶ Bases:
unreal.ActorComponent
Implement an Actor component for LOD Sync of different components
This is a component that allows multiple different components to sync together of their LOD
This allows to find the highest LOD of all the parts, and sync to that LOD
C++ Source:
Module: Engine
File: LODSyncComponent.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.components_to_sync
(Array(ComponentSync)): [Read-Write] Components to Synccustom_lod_mapping
(Map(Name, LODMappingData)): [Read-Write] by default, the mapping will be one to one but if you want custom, add here.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classforced_lod
(int32): [Read-Write] if -1, it’s automatically switchingis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsnum_lo_ds
(int32): [Read-Write] if -1, it’s default and it will calculate the max number of LODs from all sub components if not, it is a number of LODs (not the max index of LODs)on_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 deactivatedprimary_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
components_to_sync
¶ [Read-Write] Components to Sync
- Type
-
property
custom_lod_mapping
¶ [Read-Write] by default, the mapping will be one to one but if you want custom, add here.
- Type
(Map(Name, LODMappingData))
-
property
forced_lod
¶ [Read-Write] if -1, it’s automatically switching
- Type
(int32)
-
property
num_lo_ds
¶ [Read-Write] if -1, it’s default and it will calculate the max number of LODs from all sub components if not, it is a number of LODs (not the max index of LODs)
- Type
(int32)