unreal.LiveLinkComponentController
¶
-
class
unreal.
LiveLinkComponentController
(outer=None, name='None')¶ Bases:
unreal.ActorComponent
Live Link Component Controller
C++ Source:
Plugin: LiveLink
Module: LiveLinkComponents
File: LiveLinkComponentController.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.component_to_control
(ComponentReference): [Read-Write] Component to Controlcontroller_map
(Map(type(Class), LiveLinkControllerBase)): [Read-Write] Instanced controllers used to control the desired roledisable_evaluate_live_link_when_spawnable
(bool): [Read-Write] If true, will not evaluate LiveLink if the attached actor is a spawnable in Sequencereditable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classevaluate_live_link
(bool): [Read-Write] If false, will not evaluate live link, effectively pausing.is_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 deactivatedon_live_link_updated
(LiveLinkTickDelegate): [Read-Write] This Event is triggered any time new LiveLink data is available, including in the editorprimary_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!subject_representation
(LiveLinkSubjectRepresentation): [Read-Write] Subject Representationupdate_in_editor
(bool): [Read-Write] Update in Editor
-
property
controller_map
¶ [Read-Only] Instanced controllers used to control the desired role
- Type
-
property
disable_evaluate_live_link_when_spawnable
¶ [Read-Write] If true, will not evaluate LiveLink if the attached actor is a spawnable in Sequencer
- Type
(bool)
-
property
evaluate_live_link
¶ [Read-Write] If false, will not evaluate live link, effectively pausing.
- Type
(bool)
-
property
on_live_link_updated
¶ [Read-Write] This Event is triggered any time new LiveLink data is available, including in the editor
- Type
-
property
subject_representation
¶ [Read-Only] Subject Representation