unreal.Text3DComponent
¶
- class unreal.Text3DComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent
Text 3DComponent
C++ Source:
Plugin: Text3D
Module: Text3D
File: Text3DComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentasset_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.back_material
(MaterialInterface): [Read-Write] Back Material: Material for the back partbevel
(float): [Read-Write] Bevel: Size of bevelbevel_material
(MaterialInterface): [Read-Write] Bevel Material: Material for the bevel partbevel_segments
(int32): [Read-Write] Bevel Segments: Bevel Segments (Defines the amount of tesselation for the bevel part)bevel_type
(Text3DBevelType): [Read-Write] Bevel Type: Bevel Typecan_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcast_shadow
(bool): [Read-Write] Cast Shadow: Controls whether the text glyphs should cast a shadow or not.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.detail_mode
(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classextrude
(float): [Read-Write] Extrude: Size of the extrudeextrude_material
(MaterialInterface): [Read-Write] Extrude Material: Material for the extruded partfont
(Font): [Read-Write] Font: Text fontfront_material
(MaterialInterface): [Read-Write] Front Material: Material for the front parthas_max_height
(bool): [Read-Write] Has Max Height: Enables a maximum height to the 3D Texthas_max_width
(bool): [Read-Write] Has Max Width: Enables a maximum width to the 3D Texthidden_in_game
(bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.horizontal_alignment
(Text3DHorizontalTextAlignment): [Read-Write] Horizontal Alignment: Horizontal text alignmentis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildskerning
(float): [Read-Write] Kerning: Text kerningline_spacing
(float): [Read-Write] Line Spacing: Extra line spacingmax_height
(float): [Read-Write] Max Height: Sets a maximum height to the 3D Textmax_width
(float): [Read-Write] Max Width: Sets a maximum width to the 3D Textmobility
(ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.on_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 deactivatedoutline
(bool): [Read-Write] Outline: Generate Outlineoutline_expand
(float): [Read-Write] Outline Expand: Outline expand/offset amountphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentrelative_location
(Vector): [Read-Write] Relative Location: Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!scale_proportionally
(bool): [Read-Write] Scale Proportionally: Should the mesh scale proportionally when Max Width/Height is setshould_update_physics_volume
(bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()text
(Text): [Read-Write] Text: The text to generate a 3d meshtext_generated_delegate
(TextGenerated): [Read-Write] Text Generated Delegateuse_attach_parent_bound
(bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.vertical_alignment
(Text3DVerticalTextAlignment): [Read-Write] Vertical Alignment: Vertical text alignmentvisible
(bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.word_spacing
(float): [Read-Write] Word Spacing: Extra word spacing
- property back_material¶
[Read-Write] Back Material: Material for the back part
- Type
- property bevel_material¶
[Read-Write] Bevel Material: Material for the bevel part
- Type
- property bevel_segments¶
[Read-Write] Bevel Segments: Bevel Segments (Defines the amount of tesselation for the bevel part)
- Type
(int32)
- property bevel_type¶
[Read-Write] Bevel Type: Bevel Type
- Type
- property cast_shadow¶
[Read-Write] Cast Shadow: Controls whether the text glyphs should cast a shadow or not.
- Type
(bool)
- property extrude_material¶
[Read-Write] Extrude Material: Material for the extruded part
- Type
- property front_material¶
[Read-Write] Front Material: Material for the front part
- Type
- get_bounds() -> (origin=Vector, box_extent=Vector)¶
Get Bounds
- Returns
origin (Vector):
box_extent (Vector):
- Return type
tuple
- get_glyph_count() int32 ¶
Gets the number of font glyphs that are currently used
- Return type
int32
- get_glyph_kerning_component(index) SceneComponent ¶
Gets the USceneComponent that a glyph is attached to
- Parameters
index (int32) –
- Return type
- get_glyph_kerning_components()¶
Gets all the glyph kerning components
- Return type
- get_glyph_mesh_component(index) StaticMeshComponent ¶
Gets the StaticMeshComponent of a glyph
- Parameters
index (int32) –
- Return type
- get_glyph_mesh_components()¶
Gets all the glyph meshes
- Return type
- property has_max_height¶
[Read-Write] Has Max Height: Enables a maximum height to the 3D Text
- Type
(bool)
- property has_max_width¶
[Read-Write] Has Max Width: Enables a maximum width to the 3D Text
- Type
(bool)
- property horizontal_alignment¶
[Read-Write] Horizontal Alignment: Horizontal text alignment
- property scale_proportionally¶
[Read-Write] Scale Proportionally: Should the mesh scale proportionally when Max Width/Height is set
- Type
(bool)
- set_back_material(value) None ¶
Set the text back material
- Parameters
value (MaterialInterface) –
- set_bevel_material(value) None ¶
Set the text bevel material
- Parameters
value (MaterialInterface) –
- set_bevel_segments(value) None ¶
Set the amount of segments that will be used to tesselate the Bevel
- Parameters
value (int32) –
- set_bevel_type(value) None ¶
Set the 3d bevel type
- Parameters
value (Text3DBevelType) –
- set_cast_shadow(new_cast_shadow) None ¶
Changes the value of CastShadow.
- Parameters
new_cast_shadow (bool) –
- set_extrude(value) None ¶
Set the text extrusion size and signal the primitives to be rebuilt
- Parameters
value (float) –
- set_extrude_material(value) None ¶
Set the text extrude material
- Parameters
value (MaterialInterface) –
- set_font(font) None ¶
Set the text font and signal the primitives to be rebuilt
- Parameters
font (Font) –
- set_freeze(freeze) None ¶
Freeze mesh rebuild, to avoid unnecessary mesh rebuilds when setting a few properties together
- Parameters
freeze (bool) –
- set_front_material(value) None ¶
Set the text front material
- Parameters
value (MaterialInterface) –
- set_horizontal_alignment(value) None ¶
Set the horizontal alignment value and signal the primitives to be rebuilt
- Parameters
value (Text3DHorizontalTextAlignment) –
- set_kerning(value) None ¶
Set the kerning value and signal the primitives to be rebuilt
- Parameters
value (float) –
- set_line_spacing(value) None ¶
Set the line spacing value and signal the primitives to be rebuilt
- Parameters
value (float) –
- set_max_height(value) None ¶
Set the Maximum Height - If height is larger, mesh will scale down to fit MaxHeight value
- Parameters
value (float) –
- set_max_width(value) None ¶
Set the Maximum Width - If width is larger, mesh will scale down to fit MaxWidth value
- Parameters
value (float) –
- set_scale_proportionally(value) None ¶
Set if the mesh should scale proportionally when Max Width/Height is set
- Parameters
value (bool) –
- set_text(value) None ¶
Set the text value and signal the primitives to be rebuilt
- Parameters
value (Text) –
- set_vertical_alignment(value) None ¶
Set the vertical alignment and signal the primitives to be rebuilt
- Parameters
value (Text3DVerticalTextAlignment) –
- set_word_spacing(value) None ¶
Set the word spacing value and signal the primitives to be rebuilt
- Parameters
value (float) –
- property text_generated_delegate¶
[Read-Write] Text Generated Delegate
- Type
- property vertical_alignment¶
[Read-Write] Vertical Alignment: Vertical text alignment
- Type