unreal.SteamVRTrackingReferences
¶
- class unreal.SteamVRTrackingReferences(outer=None, name='None')¶
Bases:
unreal.ActorComponent
Steam VRTracking References
C++ Source:
Plugin: SteamVR
Module: SteamVRInputDevice
File: SteamVRTrackingRefComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
active_device_poll_frequency
(float): [Read-Write] Active Device Poll Frequency: Scale to apply to the tracking reference meshasset_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.editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classis_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_tracked_device_activated
(ComponentTrackingActivatedSignature): [Read-Write] On Tracked Device Activated: Blueprint event - When a new active device is recognizedon_tracked_device_deactivated
(ComponentTrackingDeactivatedSignature): [Read-Write] On Tracked Device Deactivated: When an active device gets deactivatedprimary_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!tracking_reference_scale
(Vector): [Read-Write] Tracking Reference Scale: Scale to apply to the tracking reference meshtracking_references
(Array(StaticMeshComponent)): [Read-Write] Tracking References: Currently displayed Tracking References in-world
- property active_device_poll_frequency¶
[Read-Write] Active Device Poll Frequency: Scale to apply to the tracking reference mesh
- Type
(float)
- property on_tracked_device_activated¶
[Read-Write] On Tracked Device Activated: Blueprint event - When a new active device is recognized
- property on_tracked_device_deactivated¶
[Read-Write] On Tracked Device Deactivated: When an active device gets deactivated
- show_tracking_references(tracking_reference_mesh) bool ¶
Display Tracking References in-world
- Parameters
tracking_reference_mesh (StaticMesh) –
- Return type
- property tracking_reference_scale¶
[Read-Write] Tracking Reference Scale: Scale to apply to the tracking reference mesh
- Type
(Vector)
- property tracking_references¶
[Read-Only] Tracking References: Currently displayed Tracking References in-world
- Type