unreal.MatineeActor

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

Bases: unreal.Actor

Matinee Actor

C++ Source:

  • Module: Engine

  • File: MatineeActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Write] Actor Guid: The GUID for this actor.

    Note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults.

    See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.

  • allow_tick_before_begin_play (bool): [Read-Write] Allow Tick Before Begin Play: Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always Relevant: Always relevant for network (overrides bOnlyRelevantToOwner).

  • auto_destroy_when_finished (bool): [Read-Write] Auto Destroy when Finished: If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Auto Receive Input: Automatically registers this actor to receive input from a player.

  • block_input (bool): [Read-Write] Block Input: If true, all input on the stack below this actor will not be considered

  • call_pre_replication (bool): [Read-Write] Call Pre Replication

  • call_pre_replication_for_replay (bool): [Read-Write] Call Pre Replication for Replay

  • can_be_damaged (bool): [Read-Write] Can be Damaged: Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] Can be in Cluster: If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • client_side_only (bool): [Read-Write] Client Side Only: Indicates that this interpolation does not affect gameplay. This means that: -it is not replicated via MatineeActor -it is not ticked if no affected Actors are visible -on dedicated servers, it is completely ignored

  • custom_time_dilation (float): [Read-Write] Custom Time Dilation: Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • data_layers (Array(ActorDataLayer)): [Read-Write] Data Layers: DataLayers the actor belongs to.

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default Update Overlaps Method During Level Streaming: Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • disable_look_at_input (bool): [Read-Write] Disable Look at Input: Disable LookAt Input from player during play

  • disable_movement_input (bool): [Read-Write] Disable Movement Input: Disable Input from player during play

  • disable_radio_filter (bool): [Read-Write] Disable Radio Filter: If true, disables the realtime radio effect

  • enable_auto_lod_generation (bool): [Read-Write] Enable Auto LODGeneration: Whether this actor should be considered or not during HLOD generation.

  • find_camera_component_when_view_target (bool): [Read-Write] Find Camera Component when View Target: If true, this actor should search for an owned camera component to view through when used as a view target.

  • force_start_pos (bool): [Read-Write] Force Start Pos: Lets you force the sequence to always start at ForceStartPosition

  • force_start_position (float): [Read-Write] Force Start Position: Time position to always start at if bForceStartPos is set to true.

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] Generate Overlap Events During Level Streaming: If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • hidden (bool): [Read-Write] Hidden: Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • hide_hud (bool): [Read-Write] Hide Hud: Hide HUD during play

  • hide_player (bool): [Read-Write] Hide Player: Hide Player Pawn during play

  • hlod_layer (HLODLayer): [Read-Write] HLODLayer: The UHLODLayer in which this actor should be included.

  • ignores_origin_shifting (bool): [Read-Write] Ignores Origin Shifting: Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] Initial Life Span: How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • input_priority (int32): [Read-Write] Input Priority: The priority of this input component when pushed in to the stack.

  • instigator (Pawn): [Read-Write] Instigator: Pawn responsible for damage and other gameplay events caused by this actor.

  • interp_position (float): [Read-Only] Interp Position

  • is_editor_only_actor (bool): [Read-Write] Is Editor Only Actor: Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • is_playing (bool): [Read-Only] Is Playing: properties that may change on InterpAction that we need to notify clients about, since the object’s properties will not be replicated

  • is_skippable (bool): [Read-Write] Is Skippable: Lets you skip the matinee with the CANCELMATINEE exec command. Triggers all events to the end along the way.

  • is_spatially_loaded (bool): [Read-Write] Is Spatially Loaded: Determine if this actor is spatially loaded when placed in a partitioned world.

    If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.

  • layers (Array(Name)): [Read-Write] Layers: Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.

  • looping (bool): [Read-Write] Looping: If sequence should pop back to beginning when finished. Note, if true, will never get Completed/Reversed events - sequence must be explicitly Stopped.

  • matinee_data (InterpData): [Read-Write] Matinee Data: The matinee data used by this actor

  • min_net_update_frequency (float): [Read-Write] Min Net Update Frequency: Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • net_cull_distance_squared (float): [Read-Write] Net Cull Distance Squared: Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Net Dormancy: Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] Net Load on Client: This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Net Priority: Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] Net Update Frequency: How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] Net Use Owner Relevancy: If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • no_reset_on_rewind (bool): [Read-Write] No Reset on Rewind: If true, when rewinding this interpolation, reset the ‘initial positions’ of any RelateToInitial movements to the current location. This allows the next loop of movement to proceed from the current locations.

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] On Actor Begin Overlap: Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] On Actor End Overlap: Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] On Actor Hit: Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] On Begin Cursor Over: Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] On Clicked: Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] On Destroyed: Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] On End Cursor Over: Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] On End Play: Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] On Input Touch Begin: Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] On Input Touch End: Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] On Input Touch Enter: Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] On Input Touch Leave: Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_pause (OnMatineeEvent): [Read-Write] On Pause: Event triggered when the matinee is paused for whatever reason

  • on_play (OnMatineeEvent): [Read-Write] On Play: Event triggered when the matinee is played for whatever reason

  • on_released (ActorOnReleasedSignature): [Read-Write] On Released: Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_stop (OnMatineeEvent): [Read-Write] On Stop: Event triggered when the matinee is stopped for whatever reason

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] On Take Any Damage: Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] On Take Point Damage: Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] On Take Radial Damage: Called when the actor is damaged by radial damage.

  • only_relevant_to_owner (bool): [Read-Write] Only Relevant to Owner: If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Optimize BPComponent Data: Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • pivot_offset (Vector): [Read-Write] Pivot Offset: Local space pivot offset for the actor, only used in the editor

  • play_on_level_load (bool): [Read-Write] Play on Level Load: If true, the matinee will play when the level is loaded.

  • play_rate (float): [Read-Write] Play Rate: Time multiplier for playback.

  • preferred_split_screen_num (int32): [Read-Write] Preferred Split Screen Num: Preferred local viewport number (when split screen is active) the director track should associate with, or zero for ‘all’.

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor Tick: Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

  • relevant_for_level_bounds (bool): [Read-Write] Relevant for Level Bounds: If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • replay_rewindable (bool): [Read-Write] Replay Rewindable: If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] Replicate Movement: If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors

  • replicated_movement (RepMovement): [Read-Write] Replicated Movement: Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] Replicates: If true, this actor will replicate to remote machines see: SetReplicates()

  • rewind_if_already_playing (bool): [Read-Write] Rewind if Already Playing: Only used if bRewindOnPlay if true. Defines what should happen if the Play input is activated while currently playing. If true, hitting Play while currently playing will pop the position back to the start and begin playback over again. If false, hitting Play while currently playing will do nothing.

  • rewind_on_play (bool): [Read-Write] Rewind on Play: If true, sequence will rewind itself back to the start each time the Play input is activated.

  • root_component (SceneComponent): [Read-Write] Root Component: The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • runtime_grid (Name): [Read-Write] Runtime Grid: Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.

  • skip_update_if_not_visible (bool): [Read-Write] Skip Update if Not Visible: if bClientSideOnly is true, whether this matinee should be completely skipped if none of the affected Actors are visible

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Spawn Collision Handling Method: Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • sprite_scale (float): [Read-Write] Sprite Scale: The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • tags (Array(Name)): [Read-Write] Tags: Array of tags that can be used for grouping and categorizing.

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Update Overlaps Method During Level Streaming: Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

change_playback_direction() None

Changes the direction of playback (go in reverse if it was going forward, or vice versa)

property client_side_only

[Read-Write] Client Side Only: Indicates that this interpolation does not affect gameplay. This means that: -it is not replicated via MatineeActor -it is not ticked if no affected Actors are visible -on dedicated servers, it is completely ignored

Type

(bool)

property disable_look_at_input

[Read-Write] Disable Look at Input: Disable LookAt Input from player during play

Type

(bool)

property disable_movement_input

[Read-Write] Disable Movement Input: Disable Input from player during play

Type

(bool)

property disable_radio_filter

[Read-Write] Disable Radio Filter: If true, disables the realtime radio effect

Type

(bool)

enable_group_by_name(group_name, enable) None

Enable Group by Name

Parameters
  • group_name (str) –

  • enable (bool) –

property force_start_pos

[Read-Write] Force Start Pos: Lets you force the sequence to always start at ForceStartPosition

Type

(bool)

property force_start_position

[Read-Write] Force Start Position: Time position to always start at if bForceStartPos is set to true.

Type

(float)

property hide_hud

[Read-Write] Hide Hud: Hide HUD during play

Type

(bool)

property hide_player

[Read-Write] Hide Player: Hide Player Pawn during play

Type

(bool)

property interp_position

[Read-Only] Interp Position

Type

(float)

property is_playing

[Read-Only] Is Playing: properties that may change on InterpAction that we need to notify clients about, since the object’s properties will not be replicated

Type

(bool)

property is_skippable

[Read-Write] Is Skippable: Lets you skip the matinee with the CANCELMATINEE exec command. Triggers all events to the end along the way.

Type

(bool)

property looping

[Read-Write] Looping: If sequence should pop back to beginning when finished. Note, if true, will never get Completed/Reversed events - sequence must be explicitly Stopped.

Type

(bool)

property matinee_data

[Read-Write] Matinee Data: The matinee data used by this actor

Type

(InterpData)

property no_reset_on_rewind

[Read-Write] No Reset on Rewind: If true, when rewinding this interpolation, reset the ‘initial positions’ of any RelateToInitial movements to the current location. This allows the next loop of movement to proceed from the current locations.

Type

(bool)

property on_pause

[Read-Write] On Pause: Event triggered when the matinee is paused for whatever reason

Type

(OnMatineeEvent)

property on_play

[Read-Write] On Play: Event triggered when the matinee is played for whatever reason

Type

(OnMatineeEvent)

property on_stop

[Read-Write] On Stop: Event triggered when the matinee is stopped for whatever reason

Type

(OnMatineeEvent)

pause() None

Hold playback at its current position. Calling Pause again will continue playback in its current direction.

play() None

Begin playback of the matinee. Only called in game. Will then advance Position by (PlayRate * Deltatime) each time the matinee is ticked.

property play_on_level_load

[Read-Write] Play on Level Load: If true, the matinee will play when the level is loaded.

Type

(bool)

property play_rate

[Read-Write] Play Rate: Time multiplier for playback.

Type

(float)

property preferred_split_screen_num

[Read-Write] Preferred Split Screen Num: Preferred local viewport number (when split screen is active) the director track should associate with, or zero for ‘all’.

Type

(int32)

reverse() None

Similar to play, but the playback will go backwards until the beginning of the sequence is reached.

property rewind_if_already_playing

[Read-Write] Rewind if Already Playing: Only used if bRewindOnPlay if true. Defines what should happen if the Play input is activated while currently playing. If true, hitting Play while currently playing will pop the position back to the start and begin playback over again. If false, hitting Play while currently playing will do nothing.

Type

(bool)

property rewind_on_play

[Read-Write] Rewind on Play: If true, sequence will rewind itself back to the start each time the Play input is activated.

Type

(bool)

set_looping_state(new_looping) None

Change the looping behaviour of this matinee

Parameters

new_looping (bool) –

set_position(new_position, jump=False) None

Set the position of the interpolation. note: if the interpolation is not currently active, this function doesn’t send any Kismet events

Parameters
  • new_position (float) – the new position to set the interpolation to

  • jump (bool) – if true, teleport to the new position (don’t trigger any events between the old and new positions, etc)

property skip_update_if_not_visible

[Read-Write] Skip Update if Not Visible: if bClientSideOnly is true, whether this matinee should be completely skipped if none of the affected Actors are visible

Type

(bool)

stop() None

Stops playback at the current position