unreal.WorldPartitionStreamingQuerySource
¶
- class unreal.WorldPartitionStreamingQuerySource(location=[0.0, 0.0, 0.0], radius=0.0, use_grid_loading_range=True, data_layers=[], data_layers_only=False, spatial_query=True)¶
Bases:
unreal.StructBase
Structure containing all properties required to query a streaming state
C++ Source:
Module: Engine
File: WorldPartitionStreamingSource.h
Editor Properties: (see get_editor_property/set_editor_property)
data_layers
(Array(Name)): [Read-Write] Data Layers: Optional list of data layers to specialize the query. If empty only non data layer cells will be returned by the query.data_layers_only
(bool): [Read-Write] Data Layers Only: If True, Only cells that are in a data layer found in DataLayers property will be returned by the query.location
(Vector): [Read-Write] Location: Location to query. (not used if bSpatialQuery is false)radius
(float): [Read-Write] Radius: Radius to query. (not used if bSpatialQuery is false)spatial_query
(bool): [Read-Write] Spatial Query: If False, Location/Radius will not be used to find the cells. Only AlwaysLoaded cells will be returned by the query.use_grid_loading_range
(bool): [Read-Write] Use Grid Loading Range: If True, Instead of providing a query radius, query can be bound to loading range radius.
- property data_layers¶
[Read-Write] Data Layers: Optional list of data layers to specialize the query. If empty only non data layer cells will be returned by the query.
- property data_layers_only¶
[Read-Write] Data Layers Only: If True, Only cells that are in a data layer found in DataLayers property will be returned by the query.
- Type
(bool)
- property location¶
[Read-Write] Location: Location to query. (not used if bSpatialQuery is false)
- Type
(Vector)
- property radius¶
[Read-Write] Radius: Radius to query. (not used if bSpatialQuery is false)
- Type
(float)