unreal.LODSyncComponent

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

Bases: unreal.ActorComponent

Implement an Actor component for LOD Sync of different components

This is a component that allows multiple different components to sync together of their LOD

This allows to find the highest LOD of all the parts, and sync to that LOD

C++ Source:

  • Module: Engine

  • File: LODSyncComponent.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.

  • components_to_sync (Array(ComponentSync)): [Read-Write] Components to Sync: Array of components whose LOD may drive or be driven by this component. Components that are flagged as ‘Drive’ are treated as being in priority order, with the last component having highest priority. The highest priority visible component will set the LOD for all other components. If no components are visible, then the highest priority non-visible component will set LOD.

  • custom_lod_mapping (Map(Name, LODMappingData)): [Read-Write] Custom LODMapping: by default, the mapping will be one to one but if you want custom, add here.

  • 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

  • forced_lod (int32): [Read-Write] Forced LOD: if -1, it’s automatically switching

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

  • min_lod (int32): [Read-Write] Min LOD: Minimum LOD to use when syncing components

  • num_lo_ds (int32): [Read-Write] Num LODs: if -1, it’s default and it will calculate the max number of LODs from all sub components if not, it is a number of LODs (not the max index of LODs)

  • 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!

property components_to_sync

[Read-Write] Components to Sync: Array of components whose LOD may drive or be driven by this component. Components that are flagged as ‘Drive’ are treated as being in priority order, with the last component having highest priority. The highest priority visible component will set the LOD for all other components. If no components are visible, then the highest priority non-visible component will set LOD.

Type

(Array(ComponentSync))

property custom_lod_mapping

[Read-Write] Custom LODMapping: by default, the mapping will be one to one but if you want custom, add here.

Type

(Map(Name, LODMappingData))

property forced_lod

[Read-Write] Forced LOD: if -1, it’s automatically switching

Type

(int32)

get_lod_sync_debug_text() str

Returns a string detailing

Return type

str

property min_lod

[Read-Write] Min LOD: Minimum LOD to use when syncing components

Type

(int32)

property num_lo_ds

[Read-Write] Num LODs: if -1, it’s default and it will calculate the max number of LODs from all sub components if not, it is a number of LODs (not the max index of LODs)

Type

(int32)