- class unreal.SimpleVirtualCamera(outer=None, name='None')¶
A simple native virtual camera actor
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_activate_for_player(AutoReceiveInput): [Read-Write] Auto Activate for Player: Specifies which player controller, if any, should automatically use this Camera when the controller is active.
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
camera_component(CameraComponent): [Read-Only] Camera Component: The camera component for this camera
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
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
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.
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()
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.
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_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.
lookat_tracking_settings(CameraLookatTrackingSettings): [Read-Write] Lookat Tracking Settings
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
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_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_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
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()
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.
scene_component(SceneComponent): [Read-Only] Scene Component
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()
v_cam_component(VCamComponent): [Read-Write] VCam Component