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 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.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 classforced_lod
(int32): [Read-Write] Forced LOD: if -1, it’s automatically switchingis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildsmin_lod
(int32): [Read-Write] Min LOD: Minimum LOD to use when syncing componentsnum_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 reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicates
(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
- 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)
- 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)