- class unreal.BoundsCopyComponent(outer=None, name='None')¶
Component used to copy the bounds of another Actor.
Editor Properties: (see get_editor_property/set_editor_property)
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.
bounds_source_actor(Actor): [Read-Write] Actor to copy the bounds from to set up the transform.
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.
editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor builds
keep_own_bounds_scale(bool): [Read-Write] If true, the actor’s scale will be changed so that after adjustment, its own bounds match the source bounds.
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
primary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Component
replicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
use_colliding_components_for_own_bounds(bool): [Read-Write] If true, the actor’s own bounds will include its colliding components bounds.
use_colliding_components_for_source_bounds(bool): [Read-Write] If true, the source actor’s bounds will include its colliding components bounds.