unreal.VirtualCameraConcertCameraComponent

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

Bases: unreal.ActorComponent

A class to transfer Camera data in MU session

C++ Source:

  • Plugin: VirtualCamera

  • Module: VirtualCamera

  • File: VirtualCameraConcertCameraComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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.

  • component_to_track (CineCameraComponent): [Read-Write] Component to Track: The camera component that will be tracked.

  • 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

  • has_authority (bool): [Read-Only] Has Authority: Is that component sending the camera information or receiving it.

  • 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

  • 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!

  • send_update_in_editor (bool): [Read-Write] Send Update in Editor: When the component has the authority and we are in the editor, we should broadcast the update. note: The component needs to be owned by an actor that is ticked in the editor. See: ShouldTickIfViewportsOnly

  • tracking_name (Name): [Read-Write] Tracking Name: The tracked name used by the multi user system to send the data. When not set the component name will be used. That may conflict with another instance that has the same name but within different actors.

  • update_camera_component_transform (bool): [Read-Write] Update Camera Component Transform: Should update the camera component relative location & rotation.

property component_to_track

[Read-Write] Component to Track: The camera component that will be tracked.

Type

(CineCameraComponent)

property has_authority

[Read-Only] Has Authority: Is that component sending the camera information or receiving it.

Type

(bool)

property send_update_in_editor

[Read-Write] Send Update in Editor: When the component has the authority and we are in the editor, we should broadcast the update. note: The component needs to be owned by an actor that is ticked in the editor. See: ShouldTickIfViewportsOnly

Type

(bool)

property tracking_name

[Read-Write] Tracking Name: The tracked name used by the multi user system to send the data. When not set the component name will be used. That may conflict with another instance that has the same name but within different actors.

Type

(Name)

property update_camera_component_transform

[Read-Write] Update Camera Component Transform: Should update the camera component relative location & rotation.

Type

(bool)