unreal.AddNewSubobjectParams
¶
- class unreal.AddNewSubobjectParams(parent_handle=[], new_class=None, blueprint_context=None, skip_mark_blueprint_modified=False, conform_transform_to_parent=True)¶
Bases:
unreal.StructBase
Options when adding a new subobject
C++ Source:
Module: SubobjectDataInterface
File: SubobjectDataSubsystem.h
Editor Properties: (see get_editor_property/set_editor_property)
blueprint_context
(Blueprint): [Read-Write] Blueprint Context: Pointer to the blueprint context that this subobject is in. If this is null, it is assumed that this subobject is being added to an instance.conform_transform_to_parent
(bool): [Read-Write] Conform Transform to Parent: Whether the newly created component should keep its transform, or conform it to its parentnew_class
(type(Class)): [Read-Write] New Class: The class of the new subobject that will be addedparent_handle
(SubobjectDataHandle): [Read-Write] Parent Handleskip_mark_blueprint_modified
(bool): [Read-Write] Skip Mark Blueprint Modified: Optionally skip marking this blueprint as modified (e.g. if we’re handling that externally
- property blueprint_context¶
[Read-Write] Blueprint Context: Pointer to the blueprint context that this subobject is in. If this is null, it is assumed that this subobject is being added to an instance.
- Type
- property conform_transform_to_parent¶
[Read-Write] Conform Transform to Parent: Whether the newly created component should keep its transform, or conform it to its parent
- Type
(bool)
- property new_class¶
[Read-Write] New Class: The class of the new subobject that will be added
- property parent_handle¶
[Read-Write] Parent Handle
- Type