unreal.MassAgentComponent

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

Bases: unreal.ActorComponent

There are two primary use cases for this component: 1. If placed on an AActor blueprint can it lets the used specify additional fragments that will be created for

entities spawned based on this given blueprint.

  1. If present present on an actor in the world it makes it communicate with the MassSimulation which will create an entity representing given actor. Use case 1) will also applicable in this case. The component is unregistered by default and requires manual enabling via a ‘Enable’ call

todo: use case 2) is currently sitting in a shelved CL of mine. Will be worked on next.

C++ Source:

  • Plugin: MassGameplay

  • Module: MassActors

  • File: MassAgentComponent.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.

  • auto_register_in_editor_mode (bool): [Read-Write] Auto Register in Editor Mode

  • 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

  • entity_config (MassEntityConfig): [Read-Write] Entity Config

  • 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

  • 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!

disable() None

Registers the component with the owner effectively turning it off

enable() None

Registers the component with the owner effectively turning it on. Calling it multiple times won’t break anything

kill_entity(destroy_actor) None

Kill Entity

Parameters

destroy_actor (bool) –