unreal.LiveLinkComponent

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

Bases: unreal.ActorComponent

An actor component to enable accessing LiveLink data in Blueprints. Data can be accessed in Editor through the “OnLiveLinkUpdated” event. Any Skeletal Mesh Components on the parent will be set to animate in editor causing their AnimBPs to run.

C++ Source:

  • Plugin: LiveLink

  • Module: LiveLink

  • File: LiveLinkComponent.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

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

  • 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

  • on_live_link_updated (LiveLinkTickSignature): [Read-Write] On Live Link Updated: This Event is triggered any time new LiveLink data is available, including in the editor

  • 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!

get_available_subject_names()

Get Available Subject Names deprecated: GetAvailableSubjectNames is deprecated, use GetLiveLinkEnabledSubjectNames.

Returns

subject_names (Array(Name)):

Return type

Array(Name)

get_subject_data(subject_name) -> (success=bool, subject_frame_handle=SubjectFrameHandle)

Get Subject Data deprecated: GetSubjectData is deprecated, EvaluateLiveLinkFrame.

Parameters

subject_name (Name) –

Returns

success (bool):

subject_frame_handle (SubjectFrameHandle):

Return type

tuple

get_subject_data_at_scene_time(subject_name, scene_time) -> (success=bool, subject_frame_handle=SubjectFrameHandle)

Get Subject Data at Scene Time deprecated: GetSubjectDataAtSceneTime is deprecated, use EvaluateLiveLinkFrameAtSceneTime.

Parameters
Returns

success (bool):

subject_frame_handle (SubjectFrameHandle):

Return type

tuple

get_subject_data_at_world_time(subject_name, world_time) -> (success=bool, subject_frame_handle=SubjectFrameHandle)

Get Subject Data at World Time deprecated: GetSubjectDataAtWorldTime is deprecated, use EvaluateLiveLinkFrameAtWorldTime.

Parameters
  • subject_name (Name) –

  • world_time (float) –

Returns

success (bool):

subject_frame_handle (SubjectFrameHandle):

Return type

tuple

[Read-Write] On Live Link Updated: This Event is triggered any time new LiveLink data is available, including in the editor

Type

(LiveLinkTickSignature)