unreal.DMXFixtureComponent

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

Bases: unreal.ActorComponent

DMXFixture Component

C++ Source:

  • Plugin: DMXFixtures

  • Module: DMXFixtures

  • File: DMXFixtureComponent.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.

  • 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

  • interpolation_scale (float): [Read-Write] Interpolation Scale: The scale of the interpolation speed. Faster when > 1, slower when < 1

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

  • is_enabled (bool): [Read-Write] Is Enabled: If used within a DMX Fixture Actor or Fixture Matrix Actor, the component only receives data when set to true. Else needs be implemented in blueprints.

  • 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

  • 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!

  • skip_threshold (float): [Read-Write] Skip Threshold: Value changes smaller than this threshold are ignored

  • use_interpolation (bool): [Read-Write] Use Interpolation: If used within a DMX Fixture Actor or Fixture Matrix Actor, the plugin interpolates towards the last set value.

get_parent_fixture_actor() DMXFixtureActor

If attached to a DMX Fixture Actor, returns the parent fixture actor.

Return type

DMXFixtureActor

get_texture_center_colors(texture_atlas, num_textures)

Reads pixel color in the middle of each “Texture” and output linear colors

Parameters
  • texture_atlas (Texture2D) –

  • num_textures (int32) –

Return type

Array(LinearColor)

initialize_component() None

Called to initialize the component in blueprints

interpolate_component(delta_seconds) None

Called each tick when interpolation is enabled, to calculate the next value

Parameters

delta_seconds (float) –