- class unreal.ARComponent(outer=None, name='None')¶
ARComponent handles replication and visualization update for AR tracked geometries ARComponent is created in either multiplayer or local only environment
To customize the visualization logic, override ‘UpdateVisualization’ in Blueprint or ‘UpdateVisualization_Implementation’ in C++
To customize the replication logic, disable ‘bUseDefaultReplication’ and implement your own replication logic when the ARComponent is updated (see how ‘Update’ is implemented in the sub classes)
A MRMeshComponent will be created if mesh visualization is enabled (see UARSessionConfig::bGenerateMeshDataFromTrackedGeometry) It can be accessed via ‘GetMRMesh’ or ‘UARTrackedGeometry::GetUnderlyingMesh’
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent
absolute_rotation(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent
absolute_scale(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent
asset_user_data(Array(AssetUserData)): [Read-Write] Array of user data stored with the component
auto_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 navigation
component_tags(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
default_mesh_material(MaterialInterface): [Read-Write] The default material to be used for the generated mesh component. If not set, the DefaultMeshMaterial from ARSessionConfig will be used.
default_wireframe_mesh_material(MaterialInterface): [Read-Write] The default wireframe material to be used for the generated mesh component. If not set, the DefaultMeshMaterial from ARSessionConfig will be used.
detail_mode(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.
editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
hidden_in_game(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.
is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor builds
mobility(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
on_component_activated(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset
on_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated
physics_volume_changed_delegate(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *
primary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Component
relative_location(Vector): [Read-Write] Location of the component relative to its parent
relative_rotation(Rotator): [Read-Write] Rotation of the component relative to its parent
relative_scale3d(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)
replicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
should_update_physics_volume(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()
use_attach_parent_bound(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
use_default_replication(bool): [Read-Write] If the default replication logic should be used for this component
visible(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.