unreal.ARFaceComponent

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

Bases: unreal.ARComponent

ARFace Component

C++ Source:

  • Module: AugmentedReality

  • File: ARComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • default_mesh_material (MaterialInterface): [Read-Write] Default Mesh Material: The default material to be used for the generated mesh component. If not set, the DefaultMeshMaterial from ARSessionConfig will be used.

  • default_wireframe_mesh_material (MaterialInterface): [Read-Write] Default Wireframe Mesh Material: The default wireframe material to be used for the generated mesh component. If not set, the DefaultMeshMaterial from ARSessionConfig will be used.

  • detail_mode (DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

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

  • face_out_of_screen (bool): [Read-Write] Face Out Of Screen: Whether the mesh should be rotated so that it’s facing out of the screen.

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

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

  • mobility (ComponentMobility): [Read-Write] Mobility: 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] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicated_payload (ARFaceUpdatePayload): [Read-Write] Replicated Payload

  • replicates (bool): [Read-Write] Replicates: 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] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • transform_setting (ARFaceTransformMixing): [Read-Write] Transform Setting: Determines how the transform from tracking data and the component’s transform are mixed together.

  • update_vertex_normal (bool): [Read-Write] Update Vertex Normal: Whether to automatically update the vertex normal when the mesh is updated.

  • use_attach_parent_bound (bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • use_default_replication (bool): [Read-Write] Use Default Replication: If the default replication logic should be used for this component

  • visible (bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

property face_out_of_screen

[Read-Only] Face Out Of Screen: Whether the mesh should be rotated so that it’s facing out of the screen.

Type

(bool)

receive_add(payload) None

Event when native representation is first added, called on server and clients.

Parameters

payload (ARFaceUpdatePayload) –

receive_update(payload) None

Event when native representation is updated, called on server and clients.

Parameters

payload (ARFaceUpdatePayload) –

property replicated_payload

[Read-Only] Replicated Payload

Type

(ARFaceUpdatePayload)

classmethod set_face_component_debug_mode(new_debug_mode) None

Set Face Component Debug Mode

Parameters

new_debug_mode (FaceComponentDebugMode) –

property transform_setting

[Read-Only] Transform Setting: Determines how the transform from tracking data and the component’s transform are mixed together.

Type

(ARFaceTransformMixing)

property update_vertex_normal

[Read-Only] Update Vertex Normal: Whether to automatically update the vertex normal when the mesh is updated.

Type

(bool)