unreal.CullingField

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

Bases: unreal.FieldNodeBase

Evaluate the input field according to the result of the culling field

C++ Source:

  • Module: FieldSystemEngine

  • File: FieldSystemObjects.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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.

  • culling (FieldNodeBase): [Read-Write] Culling: Culling field to be used

  • 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

  • field (FieldNodeBase): [Read-Write] Field: Input field that will be evaluated according to the culling field result

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

  • 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

  • operation (FieldCullingOperationType): [Read-Write] Operation: Evaluate the input field if the result of the culling field is equal to 0 (Inside) or different from 0 (Outside)

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

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

property culling

[Read-Write] Culling: Culling field to be used

Type

(FieldNodeBase)

property field

[Read-Write] Field: Input field that will be evaluated according to the culling field result

Type

(FieldNodeBase)

property operation

[Read-Write] Operation: Evaluate the input field if the result of the culling field is equal to 0 (Inside) or different from 0 (Outside)

Type

(FieldCullingOperationType)

set_culling_field(culling, field, operation) CullingField

Evaluate the input field according to the result of the culling field

Parameters
  • culling (FieldNodeBase) – Culling field to be used

  • field (FieldNodeBase) – Input field that will be evaluated according to the culling field result

  • operation (FieldCullingOperationType) – Evaluate the input field if the result of the culling field is equal to 0 (Inside) or different from 0 (Outside)

Return type

CullingField