unreal.BoundsCopyComponent
¶
- class unreal.BoundsCopyComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
ActorComponent
Component used to copy the bounds of another Actor.
C++ Source:
Module: Engine
File: BoundsCopyComponent.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 componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.bounds_source_actor
(Actor): [Read-Write] Bounds Source Actor: Actor to copy the bounds from to set up the transform.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_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 classis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildskeep_own_bounds_scale
(bool): [Read-Write] Keep Own Bounds Scale: If true, the actor’s scale will be changed so that after adjustment, its own bounds match the source bounds.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 deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicate_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!use_colliding_components_for_own_bounds
(bool): [Read-Write] Use Colliding Components for Own Bounds: If true, the actor’s own bounds will include its colliding components bounds.use_colliding_components_for_source_bounds
(bool): [Read-Write] Use Colliding Components for Source Bounds: If true, the source actor’s bounds will include its colliding components bounds.