unreal.LuminApplicationLifecycleComponent

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

Bases: unreal.ApplicationLifecycleComponent

Component to handle receiving notifications from the LuminOS about application state (activated, suspended, termination, standby etc).

C++ Source:

  • Plugin: MagicLeap

  • Module: MagicLeap

  • File: LuminApplicationLifecycleComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • application_has_entered_foreground_delegate (ApplicationLifetimeDelegate): [Read-Write] Called when the application is returning to the foreground (reverse any processing done in the EnterBackground delegate)

  • application_has_reactivated_delegate (ApplicationLifetimeDelegate): [Read-Write] Called when the application has been reactivated (reverse any processing done in the Deactivate delegate)

  • application_received_startup_arguments_delegate (ApplicationStartupArgumentsDelegate): [Read-Write] Called with arguments passed to the application on statup, perhaps meta data passed on by another application which launched this one.

  • application_should_unload_resources_delegate (ApplicationLifetimeDelegate): [Read-Write] Called when the OS is running low on resources and asks the application to free up any cached resources, drop graphics quality etc.

  • application_will_deactivate_delegate (ApplicationLifetimeDelegate): [Read-Write] This is called when the application is about to be deactivated (e.g., due to a phone call or SMS or the sleep button). The game should be paused if possible, etc…

  • application_will_enter_background_delegate (ApplicationLifetimeDelegate): [Read-Write] This is called when the application is being backgrounded (e.g., due to switching to another app or closing it via the home button) The game should release shared resources, save state, etc…, since it can be terminated from the background state without any further warning.

  • application_will_terminate_delegate (ApplicationLifetimeDelegate): [Read-Write] This may be called when the application is getting terminated by the OS. There is no guarantee that this will ever be called on a mobile device, save state when ApplicationWillEnterBackgroundDelegate is called instead.

  • 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.

  • device_has_reactivated_delegate (LuminApplicationLifetimeDelegate): [Read-Write] This event is called when the device has transitioned to the active mode from reality or standby. This is triggered when the device comes out of the reality mode or when the wearable is back on head and is no longer in standby mode.

  • device_will_enter_reality_mode_delegate (LuminApplicationLifetimeDelegate): [Read-Write] This event is called when the device has transitioned to the reality mode.

  • device_will_go_in_standby_delegate (LuminApplicationLifetimeDelegate): [Read-Write] This callback is called when the device has transitioned to the standby mode. This is triggered when the wearable is off head.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • focus_gained_delegate (LuminApplicationLifetimeDelegate): [Read-Write] This events is called when focus has been gained, usually on startup or after a system dialog has been closed

  • focus_lost_delegate (LuminApplicationLifetimeFocusLostDelegate): [Read-Write] This events is called when focus has been lost, usually because a system dialog has been displayed

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • 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

  • on_low_power_mode_delegate (OnLowPowerModeDelegate): [Read-Write] Called when we are in low power mode

  • on_temperature_change_delegate (OnTemperatureChangeDelegate): [Read-Write] Called when temperature level has changed, and receives the severity

  • 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!

property device_has_reactivated_delegate

[Read-Write] This event is called when the device has transitioned to the active mode from reality or standby. This is triggered when the device comes out of the reality mode or when the wearable is back on head and is no longer in standby mode.

Type

(LuminApplicationLifetimeDelegate)

property device_will_enter_reality_mode_delegate

[Read-Write] This event is called when the device has transitioned to the reality mode.

Type

(LuminApplicationLifetimeDelegate)

property device_will_go_in_standby_delegate

[Read-Write] This callback is called when the device has transitioned to the standby mode. This is triggered when the wearable is off head.

Type

(LuminApplicationLifetimeDelegate)

property focus_gained_delegate

[Read-Write] This events is called when focus has been gained, usually on startup or after a system dialog has been closed

Type

(LuminApplicationLifetimeDelegate)

property focus_lost_delegate

[Read-Write] This events is called when focus has been lost, usually because a system dialog has been displayed

Type

(LuminApplicationLifetimeFocusLostDelegate)