unreal.RadialFalloff
¶
-
class
unreal.
RadialFalloff
(outer=None, name='None')¶ Bases:
unreal.FieldNodeFloat
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.default
(float): [Read-Write] Defaulteditable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classfalloff
(FieldFalloffType): [Read-Write] Falloffis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmagnitude
(float): [Read-Write] Magnitudemax_range
(float): [Read-Write] Max Rangemin_range
(float): [Read-Write] Min Rangeon_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 deactivatedposition
(Vector): [Read-Write] Positionprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentradius
(float): [Read-Write] Radiusreplicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
-
property
falloff
¶ [Read-Write] Falloff
- Type
-
set_radial_falloff
(magnitude, min_range, max_range, default, radius, position, falloff) → RadialFalloff¶ Set Radial Falloff
- Parameters
- Returns
- Return type