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 parentabsolute_rotation
(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_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 navigationcomponent_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 conveniencedestroy_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 classfade_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 Durationfade_in_start_delay
(float): [Read-Write] Fade in Start Delayfade_screen_size
(float): [Read-Write] Fade Screen Sizefade_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 buildsmobility
(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 reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedphysics_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 Componentrelative_location
(Vector): [Read-Write] Relative Location: Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_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
- 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
- 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_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
- 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_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.”
- 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)