- class unreal.ChildActorComponent(outer=None, name='None')¶
A component that spawns an Actor when registered, and destroys it when unregistered.
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
child_actor(Actor): [Read-Write] The actor that we spawned and own
child_actor_class(type(Class)): [Read-Write] The class of Actor to spawn
child_actor_template(Actor): [Read-Only] Property to point to the template child actor for details panel purposes
component_tags(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
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.
visible(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- set_child_actor_class(class_) → None¶
Sets the class to use for the child actor. If called on a template component (owned by a CDO), the properties of any existing child actor template will be copied as best possible to the template. If called on a component instance in a world (and the class is changing), the created ChildActor will use the class defaults as template.