unreal.LiveLinkDrivenComponent

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

Bases: unreal.ActorComponent

A component that applies data from Live Link to the owning actor

C++ Source:

  • Plugin: LiveLink

  • Module: LiveLink

  • File: LiveLinkDrivenComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_transform_bone (Name): [Read-Write] Actor Transform Bone: The name of the bone to drive the actors transform with (if None then we will take the first bone)

  • 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

  • modify_actor_transform (bool): [Read-Write] Modify Actor Transform: Should the actors transform be driven by live link

  • 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!

  • set_relative_location (bool): [Read-Write] Set Relative Location: Should the transform from live link be treated as relative or world space

  • subject_name (LiveLinkSubjectName): [Read-Write] Subject Name: The name of the live link subject to take data from