unreal.WorldPartitionStreamingSourceComponent

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

Bases: unreal.ActorComponent

World Partition Streaming Source Component

C++ Source:

  • Module: Engine

  • File: WorldPartitionStreamingSourceComponent.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.

  • debug_color (Color): [Read-Write] Debug Color: Color used for debugging.

  • default_visualizer_loading_range (float): [Read-Write] Default Visualizer Loading Range: Value used by debug visualizer when grid loading range is chosen.

  • 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

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • priority (StreamingSourcePriority): [Read-Write] Priority

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • shapes (Array(StreamingSourceShape)): [Read-Write] Shapes: Optional aggregated shape list used to build a custom shape for the streaming source. When empty, fallbacks sphere shape with a radius equal to grid’s loading range.

  • streaming_source_enabled (bool): [Read-Write] Streaming Source Enabled: Whether this component is enabled or not

  • target_grid (Name): [Read-Write] Target Grid: Optional target grid affected by streaming source.

  • target_hlod_layer (HLODLayer): [Read-Write] Target HLODLayer: Optional target HLODLayer affected by the streaming source.

  • target_state (StreamingSourceTargetState): [Read-Write] Target State

disable_streaming_source() None

Disable the component

enable_streaming_source() None

Enable the component

is_streaming_completed() bool

Returns true if streaming is completed for this streaming source component.

Return type

bool

is_streaming_source_enabled() bool

Returns true if the component is active.

Return type

bool

property priority

[Read-Write] Priority

Type

(StreamingSourcePriority)

property shapes

[Read-Write] Shapes: Optional aggregated shape list used to build a custom shape for the streaming source. When empty, fallbacks sphere shape with a radius equal to grid’s loading range.

Type

(Array(StreamingSourceShape))

property target_grid

[Read-Write] Target Grid: Optional target grid affected by streaming source.

Type

(Name)

property target_hlod_layer

[Read-Write] Target HLODLayer: Optional target HLODLayer affected by the streaming source.

Type

(HLODLayer)