unreal.LiveLinkComponentController
¶
- class unreal.LiveLinkComponentController(outer=None, name='None')¶
Bases:
unreal.ActorComponent
Live Link Component Controller
C++ Source:
Plugin: LiveLink
Module: LiveLinkComponents
File: LiveLinkComponentController.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.component_to_control
(ComponentReference): [Read-Write] Component to Controlcontroller_map
(Map(type(Class), LiveLinkControllerBase)): [Read-Write] Controller Map: Instanced controllers used to control the desired roledisable_evaluate_live_link_when_spawnable
(bool): [Read-Write] Disable Evaluate Live Link when Spawnable: If true, will not evaluate LiveLink if the attached actor is a spawnable in Sequencereditable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classevaluate_live_link
(bool): [Read-Write] Evaluate Live Link: If false, will not evaluate live link, effectively pausing.is_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_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 deactivatedon_controller_map_updated_delegate
(OnControllerMapUpdatedDelegate): [Read-Write] On Controller Map Updated Delegate: This Event is triggered any time the controller map is updatedon_live_link_updated
(LiveLinkTickDelegate): [Read-Write] On Live Link Updated: This Event is triggered any time new LiveLink data is available, including in the editorprimary_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!subject_representation
(LiveLinkSubjectRepresentation): [Read-Write] Subject Representationupdate_in_editor
(bool): [Read-Write] Update in Editorupdate_in_preview_editor
(bool): [Read-Write] Update in Preview Editor: If true, will tick when the world is a preview (i.e Blueprint editors)
- property controller_map¶
[Read-Only] Controller Map: Instanced controllers used to control the desired role
- Type
- property disable_evaluate_live_link_when_spawnable¶
[Read-Write] Disable Evaluate Live Link when Spawnable: If true, will not evaluate LiveLink if the attached actor is a spawnable in Sequencer
- Type
(bool)
- property evaluate_live_link¶
[Read-Write] Evaluate Live Link: If false, will not evaluate live link, effectively pausing.
- Type
(bool)
- property on_controller_map_updated_delegate¶
[Read-Write] On Controller Map Updated Delegate: This Event is triggered any time the controller map is updated
- property on_live_link_updated¶
[Read-Write] On Live Link Updated: This Event is triggered any time new LiveLink data is available, including in the editor
- Type
- property subject_representation¶
[Read-Write] Subject Representation