unreal.BoxReflectionCaptureComponent
¶
- class unreal.BoxReflectionCaptureComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
ReflectionCaptureComponent
-> will be exported to EngineDecalClasses.h
C++ Source:
Module: Engine
File: BoxReflectionCaptureComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parentasset_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.box_transition_distance
(float): [Read-Write] Box Transition Distance: Adjust capture transition distancebrightness
(float): [Read-Write] Brightness: A brightness control to scale the captured scene’s reflection intensity.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcapture_offset
(Vector): [Read-Write] Capture Offset: World space offset to apply before capturing.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.cubemap
(TextureCube): [Read-Write] Cubemap: Cubemap to use for reflection if ReflectionSourceType is set to RS_SpecifiedCubemap.detail_mode
(DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classhidden_in_game
(bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.is_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildsmobility
(ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.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 deactivatedphysics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreflection_source_type
(ReflectionSourceType): [Read-Write] Reflection Source Type: Indicates where to get the reflection source from.relative_location
(Vector): [Read-Write] Relative Location: Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)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!should_update_physics_volume
(bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()source_cubemap_angle
(float): [Read-Write] Source Cubemap Angle: Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.use_attach_parent_bound
(bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.visible
(bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.