unreal.DecalComponent

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

Bases: unreal.SceneComponent

A material that is rendered onto the surface of a mesh. A kind of ‘bumper sticker’ for a model. see: https://docs.unrealengine.com/latest/INT/Engine/Actors/DecalActor see: UDecalActor

C++ Source:

  • Module: Engine

  • File: DecalComponent.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.

  • decal_material (MaterialInterface): [Read-Write] Decal Material: Decal material.

  • decal_size (Vector): [Read-Write] Decal Size: Decal size in local space (does not include the component scale), technically redundant but there for convenience

  • destroy_owner_after_fade (bool): [Read-Write] Destroy Owner After Fade: Automatically destroys the owning actor after fully fading out.

  • 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

  • fade_duration (float): [Read-Write] Fade Duration: Time in seconds for the decal to fade out. Set fade duration and start delay to 0 to make persistent. Only fades in active simulation or game.

  • fade_in_duration (float): [Read-Write] Fade in Duration

  • fade_in_start_delay (float): [Read-Write] Fade in Start Delay

  • fade_screen_size (float): [Read-Write] Fade Screen Size

  • fade_start_delay (float): [Read-Write] Fade Start Delay: Time in seconds to wait before beginning to fade out the decal. Set fade duration and start delay to 0 to make persistent.

  • 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)

  • 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()

  • sort_order (int32): [Read-Write] Sort Order: Controls the order in which decal elements are rendered. Higher values draw later (on top). Setting many different sort orders on many different decals prevents sorting by state and can reduce performance.

  • 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.

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

create_dynamic_material_instance() MaterialInstanceDynamic

Utility to allocate a new Dynamic Material Instance, set its parent to the currently applied material, and assign it

Return type

MaterialInstanceDynamic

create_mid_for_decal()

deprecated: ‘create_mid_for_decal’ was renamed to ‘create_dynamic_material_instance’.

property decal_material

[Read-Only] Decal Material: Decal material.

Type

(MaterialInterface)

property decal_size

[Read-Only] Decal Size: Decal size in local space (does not include the component scale), technically redundant but there for convenience

Type

(Vector)

property destroy_owner_after_fade

[Read-Only] Destroy Owner After Fade: Automatically destroys the owning actor after fully fading out.

Type

(bool)

property fade_duration

[Read-Only] Fade Duration: Time in seconds for the decal to fade out. Set fade duration and start delay to 0 to make persistent. Only fades in active simulation or game.

Type

(float)

property fade_in_duration

[Read-Only] Fade in Duration

Type

(float)

property fade_in_start_delay

[Read-Only] Fade in Start Delay

Type

(float)

property fade_screen_size

[Read-Only] Fade Screen Size

Type

(float)

property fade_start_delay

[Read-Only] Fade Start Delay: Time in seconds to wait before beginning to fade out the decal. Set fade duration and start delay to 0 to make persistent.

Type

(float)

get_decal_material() MaterialInterface

Accessor for decal material

Return type

MaterialInterface

get_fade_duration() float

Get Fade Duration

Return type

float

get_fade_in_duration() float

Get Fade in Duration

Return type

float

get_fade_in_start_delay() float

Get Fade in Start Delay

Return type

float

get_fade_start_delay() float

Get Fade Start Delay

Return type

float

set_decal_material(new_decal_material) None

setting decal material on decal component. This will force the decal to reattach

Parameters

new_decal_material (MaterialInterface) –

set_fade_in(start_delay, duaration) None

Set Fade In

Parameters
set_fade_out(start_delay, duration, destroy_owner_after_fade=True) None

Sets the decal’s fade start time, duration and if the owning actor should be destroyed after the decal is fully faded out. The default value of 0 for FadeStartDelay and FadeDuration makes the decal persistent. See DecalLifetimeOpacity material node to control the look of “fading out.”

Parameters
  • start_delay (float) – Time in seconds to wait before beginning to fade out the decal.

  • duration (float) – Time in second for the decal to fade out.

  • destroy_owner_after_fade (bool) – Should the owning actor automatically be destroyed after it is completely faded out.

set_fade_screen_size(new_fade_screen_size) None

Set the FadeScreenSize for this decal component

Parameters

new_fade_screen_size (float) –

set_sort_order(value) None

Sets the sort order for the decal component. Higher values draw later (on top). This will force the decal to reattach

Parameters

value (int32) –

property sort_order

[Read-Only] Sort Order: Controls the order in which decal elements are rendered. Higher values draw later (on top). Setting many different sort orders on many different decals prevents sorting by state and can reduce performance.

Type

(int32)