- class unreal.MagicLeapSharedWorldGameState(outer=None, name='None')¶
Magic Leap Shared World Game State
Editor Properties: (see get_editor_property/set_editor_property)
actor_guid(Guid): [Read-Only] The GUID for this actor.
alignment_transforms(MagicLeapSharedWorldAlignmentTransforms): [Read-Write] Alignment transforms, replicated to all clients, to be used to calculate the final transform for the camera component parent to align coordinate spaces. Order should match the pin order in SharedWorldData.PinIDs. see: CalculateXRCameraRootTransform see: OnAlignmentTransformsUpdated
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).
authority_game_mode(GameModeBase): [Read-Write] Instance of the current game mode, exists only on the server. For non-authority clients, this will be NULL.
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
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
elapsed_time(int32): [Read-Write] Elapsed game time since match has started.
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
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.
game_mode_class(type(Class)): [Read-Write] Class of the server’s game mode, assigned by GameModeBase.
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.
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
match_state(Name): [Read-Only] What match state we are currently in
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_alignment_transforms_updated(MagicLeapSharedWorldEvent): [Read-Write] Event fired when alignment transforms are updated on the client. see: AlignmentTransforms
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_shared_world_data_updated(MagicLeapSharedWorldEvent): [Read-Write] Event fired when shared pins are updated on the client. see: SharedWorldData
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.
pivot_offset(Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor
player_array(Array(PlayerState)): [Read-Write] Array of all PlayerStates, maintained on both server and clients (PlayerStates are always relevant)
previous_match_state(Name): [Read-Only] Previous map state, used to handle if multiple transitions happen per frame
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
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
server_world_time_seconds_update_frequency(float): [Read-Write] Frequency that the server updates the replicated TimeSeconds from the world. Set to zero to disable periodic updates.
shared_world_data(MagicLeapSharedWorldSharedData): [Read-Write] Pins which are common in this environment and replicated to all clients. see: OnSharedWorldDataUpdated
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.
spectator_class(type(Class)): [Read-Write] Class used by spectators, assigned by GameModeBase.
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.
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()
- property alignment_transforms¶
[Read-Only] Alignment transforms, replicated to all clients, to be used to calculate the final transform for the camera component parent to align coordinate spaces. Order should match the pin order in SharedWorldData.PinIDs. see: CalculateXRCameraRootTransform see: OnAlignmentTransformsUpdated
- calculate_xr_camera_root_transform() → Transform¶
Calculates the transform to be used to align coordinate spaces of connected clients.
The result should be set as the world transform of the parent of the camera component. This function is a BlueprintNativeEvent, override to implement a custom behavior. Default implementation -> inv(inv(AlignmentTransform) * ClientPinTransform) and uses only yaw component in rotation to ensure up vector alignes with gravity. The result is an average of the calculated transforms for each shared pin.
Alignment transform to be applied to the camera component parent.
- Return type
- property on_alignment_transforms_updated¶
[Read-Write] Event fired when alignment transforms are updated on the client. see: AlignmentTransforms
- property on_shared_world_data_updated¶
[Read-Write] Event fired when shared pins are updated on the client. see: SharedWorldData