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 mesh

  • 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

  • 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

  • on_tracked_device_activated (ComponentTrackingActivatedSignature): [Read-Write] On Tracked Device Activated: Blueprint event - When a new active device is recognized

  • on_tracked_device_deactivated (ComponentTrackingDeactivatedSignature): [Read-Write] On Tracked Device Deactivated: When an active device gets 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!

  • tracking_reference_scale (Vector): [Read-Write] Tracking Reference Scale: Scale to apply to the tracking reference mesh

  • tracking_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)

hide_tracking_references() None

Remove Tracking References in-world

property on_tracked_device_activated

[Read-Write] On Tracked Device Activated: Blueprint event - When a new active device is recognized

Type

(ComponentTrackingActivatedSignature)

property on_tracked_device_deactivated

[Read-Write] On Tracked Device Deactivated: When an active device gets deactivated

Type

(ComponentTrackingDeactivatedSignature)

show_tracking_references(tracking_reference_mesh) bool

Display Tracking References in-world

Parameters

tracking_reference_mesh (StaticMesh) –

Return type

bool

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

(Array(StaticMeshComponent))