unreal.DisplayClusterRootActor

class unreal.DisplayClusterRootActor(outer=None, name='None')

Bases: unreal.Actor

VR root. This contains nDisplay VR hierarchy in the game.

C++ Source:

  • Plugin: nDisplay

  • Module: DisplayCluster

  • File: DisplayClusterRootActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Only] The GUID for this actor.

  • allow_tick_before_begin_play (bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).

  • are_xform_gizmos_visible (bool): [Read-Write] Are Xform Gizmos Visible

  • auto_destroy_when_finished (bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.

  • block_input (bool): [Read-Write] If true, all input on the stack below this actor will not be considered

  • can_be_damaged (bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • current_config_data (DisplayClusterConfigurationData): [Read-Only] If set from the DisplayCluster BP Compiler it will be loaded from the class default subobjects in run-time.

  • custom_time_dilation (float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • display_cluster_root_component (SceneComponent): [Read-Only] The root component for our hierarchy. Must have CPF_Edit(such as VisibleDefaultsOnly) on property for Live Link. nDisplay details panel will hide this from actually being visible.

  • enable_auto_lod_generation (bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actor

  • enable_icvfx_camera_preview (bool): [Read-Write] Enable the on-screen camera preview widget when selecting this actor. Changing this value requires reselecting the actor.

  • enable_inner_frustum (bool): [Read-Write] Enable Inner Frustum

  • enable_outer_viewport_ocio (bool): [Read-Write] Enable Outer Viewport OCIO

  • find_camera_component_when_view_target (bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • hidden (bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • ignores_origin_shifting (bool): [Read-Write] Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • inner_frustum_priority (Array(DisplayClusterComponentRef)): [Read-Write] Inner Frustum Priority

  • input_priority (int32): [Read-Write] The priority of this input component when pushed in to the stack.

  • instigator (Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.

  • is_editor_only_actor (bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • net_cull_distance_squared (float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_released (ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.

  • only_relevant_to_owner (bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • outer_viewport_ocio_configurations (Array(DisplayClusterConfigurationOCIOProfile)): [Read-Write] Outer Viewport OCIOConfigurations

  • pivot_offset (Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor

  • preview_enable (bool): [Read-Write] Allow preview render

  • preview_node_id (str): [Read-Write] Render single node preview or whole cluster

  • preview_render_target_ratio_mult (float): [Read-Write] Preview texture size get from viewport, and scaled by this value

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/ see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

  • relevant_for_level_bounds (bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • render_mode (DisplayClusterConfigurationRenderMode): [Read-Write] Render mode for PIE

  • replay_rewindable (bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/

  • replicated_movement (RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()

  • root_component (SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • sprite_scale (float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.

  • tick_per_frame (int32): [Read-Write] Update preview texture period in tick

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

  • xform_gizmo_scale (float): [Read-Write] Xform Gizmo Scale

property current_config_data

[Read-Only] If set from the DisplayCluster BP Compiler it will be loaded from the class default subobjects in run-time.

Type

(DisplayClusterConfigurationData)

get_all_cameras()

Get All Cameras

Returns

out_cameras (Map(str, DisplayClusterCameraComponent)):

Return type

Map(str, DisplayClusterCameraComponent)

get_all_components()

Get All Components deprecated: Use ‘GetComponentsByClass’ instead

Returns

out_components (Map(str, DisplayClusterSceneComponent)):

Return type

Map(str, DisplayClusterSceneComponent)

get_all_meshes()

Get All Meshes

Returns

out_meshes (Map(str, DisplayClusterMeshComponent)):

Return type

Map(str, DisplayClusterMeshComponent)

get_all_screens()

Get All Screens

Returns

out_screens (Map(str, DisplayClusterScreenComponent)):

Return type

Map(str, DisplayClusterScreenComponent)

get_all_xforms()

Get All Xforms

Returns

out_xforms (Map(str, DisplayClusterXformComponent)):

Return type

Map(str, DisplayClusterXformComponent)

get_camera_by_id(camera_id)DisplayClusterCameraComponent

Get Camera by Id

Parameters

camera_id (str) –

Returns

Return type

DisplayClusterCameraComponent

get_cameras_amount()int32

Get Cameras Amount

Returns

Return type

int32

get_component_by_id(component_id)DisplayClusterSceneComponent

Get Component by Id

Parameters

component_id (str) –

Returns

Return type

DisplayClusterSceneComponent

get_components_amount()int32

Get Components Amount deprecated: Use ‘GetComponentsByClass’ instead and retrieve the length

Returns

Return type

int32

get_default_camera()DisplayClusterCameraComponent

Get Default Camera

Returns

Return type

DisplayClusterCameraComponent

get_mesh_by_id(mesh_id)StaticMeshComponent

Get Mesh by Id

Parameters

mesh_id (str) –

Returns

Return type

StaticMeshComponent

get_meshes_amount()int32

Get Meshes Amount

Returns

Return type

int32

get_screen_by_id(screen_id)DisplayClusterScreenComponent

Get Screen by Id

Parameters

screen_id (str) –

Returns

Return type

DisplayClusterScreenComponent

get_screens_amount()int32

Get Screens Amount

Returns

Return type

int32

get_xform_by_id(xform_id)DisplayClusterXformComponent

Get Xform by Id

Parameters

xform_id (str) –

Returns

Return type

DisplayClusterXformComponent

get_xforms_amount()int32

Get Xforms Amount

Returns

Return type

int32

set_default_camera(camera_id)None

Set Default Camera

Parameters

camera_id (str) –