unreal.QuartzQuantizationBoundary
¶
- class unreal.QuartzQuantizationBoundary(quantization=QuartzCommandQuantization.NONE, multiplier=1.0, counting_reference_point=QuarztQuantizationReference.BAR_RELATIVE, fire_on_clock_start=True)¶
Bases:
unreal.StructBase
struct used to specify the quantization boundary of an event
C++ Source:
Module: Engine
File: QuartzQuantizationUtilities.h
Editor Properties: (see get_editor_property/set_editor_property)
counting_reference_point
(QuarztQuantizationReference): [Read-Write] Counting Reference Pointfire_on_clock_start
(bool): [Read-Write] If this is true and the Clock hasn’t started yet, the event will fire immediately when the Clock startsmultiplier
(float): [Read-Write] how many “Resolutions” to wait before the onset we care aboutquantization
(QuartzCommandQuantization): [Read-Write] resolution we are interested in
- property counting_reference_point¶
[Read-Write] Counting Reference Point
- Type
- property fire_on_clock_start¶
[Read-Write] If this is true and the Clock hasn’t started yet, the event will fire immediately when the Clock starts
- Type
(bool)
- property multiplier¶
[Read-Write] how many “Resolutions” to wait before the onset we care about
- Type
(float)
- property quantization¶
[Read-Write] resolution we are interested in
- Type