unreal.ApplicationLifecycleComponent

class unreal.ApplicationLifecycleComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: ActorComponent

Component to handle receiving notifications from the OS about application state (activated, suspended, termination, etc).

C++ Source:

  • Module: Engine

  • File: ApplicationLifecycleComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • application_has_entered_foreground_delegate (ApplicationLifetimeDelegate): [Read-Write] Application Has Entered Foreground Delegate: Called when the application is returning to the foreground (reverse any processing done in the EnterBackground delegate)

  • application_has_reactivated_delegate (ApplicationLifetimeDelegate): [Read-Write] Application Has Reactivated Delegate: Called when the application has been reactivated (reverse any processing done in the Deactivate delegate)

  • application_received_startup_arguments_delegate (ApplicationStartupArgumentsDelegate): [Read-Write] Application Received Startup Arguments Delegate: Called with arguments passed to the application on statup, perhaps meta data passed on by another application which launched this one.

  • application_should_unload_resources_delegate (ApplicationLifetimeDelegate): [Read-Write] Application Should Unload Resources Delegate: Called when the OS is running low on resources and asks the application to free up any cached resources, drop graphics quality etc.

  • application_will_deactivate_delegate (ApplicationLifetimeDelegate): [Read-Write] Application Will Deactivate Delegate: This is called when the application is about to be deactivated (e.g., due to a phone call or SMS or the sleep button). The game should be paused if possible, etc…

  • application_will_enter_background_delegate (ApplicationLifetimeDelegate): [Read-Write] Application Will Enter Background Delegate: This is called when the application is being backgrounded (e.g., due to switching to another app or closing it via the home button) The game should release shared resources, save state, etc…, since it can be terminated from the background state without any further warning.

  • application_will_terminate_delegate (ApplicationLifetimeDelegate): [Read-Write] Application Will Terminate Delegate: This may be called when the application is getting terminated by the OS. There is no guarantee that this will ever be called on a mobile device, save state when ApplicationWillEnterBackgroundDelegate is called instead.

  • 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_low_power_mode_delegate (OnLowPowerModeDelegate): [Read-Write] On Low Power Mode Delegate: Called when we are in low power mode

  • on_temperature_change_delegate (OnTemperatureChangeDelegate): [Read-Write] On Temperature Change Delegate: Called when temperature level has changed, and receives the severity

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

  • replicate_using_registered_sub_object_list (bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

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

property application_has_entered_foreground_delegate: ApplicationLifetimeDelegate

[Read-Write] Application Has Entered Foreground Delegate: Called when the application is returning to the foreground (reverse any processing done in the EnterBackground delegate)

Type:

(ApplicationLifetimeDelegate)

property application_has_reactivated_delegate: ApplicationLifetimeDelegate

[Read-Write] Application Has Reactivated Delegate: Called when the application has been reactivated (reverse any processing done in the Deactivate delegate)

Type:

(ApplicationLifetimeDelegate)

property application_received_startup_arguments_delegate: ApplicationStartupArgumentsDelegate

[Read-Write] Application Received Startup Arguments Delegate: Called with arguments passed to the application on statup, perhaps meta data passed on by another application which launched this one.

Type:

(ApplicationStartupArgumentsDelegate)

property application_should_unload_resources_delegate: ApplicationLifetimeDelegate

[Read-Write] Application Should Unload Resources Delegate: Called when the OS is running low on resources and asks the application to free up any cached resources, drop graphics quality etc.

Type:

(ApplicationLifetimeDelegate)

property application_will_deactivate_delegate: ApplicationLifetimeDelegate

[Read-Write] Application Will Deactivate Delegate: This is called when the application is about to be deactivated (e.g., due to a phone call or SMS or the sleep button). The game should be paused if possible, etc…

Type:

(ApplicationLifetimeDelegate)

property application_will_enter_background_delegate: ApplicationLifetimeDelegate

[Read-Write] Application Will Enter Background Delegate: This is called when the application is being backgrounded (e.g., due to switching to another app or closing it via the home button) The game should release shared resources, save state, etc…, since it can be terminated from the background state without any further warning.

Type:

(ApplicationLifetimeDelegate)

property application_will_terminate_delegate: ApplicationLifetimeDelegate

[Read-Write] Application Will Terminate Delegate: This may be called when the application is getting terminated by the OS. There is no guarantee that this will ever be called on a mobile device, save state when ApplicationWillEnterBackgroundDelegate is called instead.

Type:

(ApplicationLifetimeDelegate)

property on_low_power_mode_delegate: OnLowPowerModeDelegate

[Read-Write] On Low Power Mode Delegate: Called when we are in low power mode

Type:

(OnLowPowerModeDelegate)

property on_temperature_change_delegate: OnTemperatureChangeDelegate

[Read-Write] On Temperature Change Delegate: Called when temperature level has changed, and receives the severity

Type:

(OnTemperatureChangeDelegate)