unreal.LiveLinkDrivenComponent
¶
-
class
unreal.
LiveLinkDrivenComponent
(outer=None, name='None')¶ Bases:
unreal.ActorComponent
A component that applies data from Live Link to the owning actor
C++ Source:
Plugin: LiveLink
Module: LiveLink
File: LiveLinkDrivenComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_transform_bone
(Name): [Read-Write] The name of the bone to drive the actors transform with (if None then we will take the first bone)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.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmodify_actor_transform
(bool): [Read-Write] Should the actors transform be driven by live linkon_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!set_relative_location
(bool): [Read-Write] Should the transform from live link be treated as relative or world spacesubject_name
(LiveLinkSubjectName): [Read-Write] The name of the live link subject to take data from