unreal.BuoyancyComponent
¶
- class unreal.BuoyancyComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
ActorComponent
Buoyancy Component
C++ Source:
Plugin: Water
Module: Water
File: BuoyancyComponent.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.buoyancy_data
(BuoyancyData): [Read-Write] Buoyancy Datacan_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 buildson_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 deactivatedon_entered_water_delegate
(OnPontoonEnteredWater): [Read-Write] On Entered Water Delegateon_exited_water_delegate
(OnPontoonExitedWater): [Read-Write] On Exited Water Delegatepontoons
(Array[SphericalPontoon]): [Read-Write] Pontoons deprecated: Use BuoyancyData.Pontoons instead.primary_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!
- property buoyancy_data: BuoyancyData¶
[Read-Only] Buoyancy Data
- Type:
- get_current_water_body_components() Array[WaterBodyComponent] ¶
Get Current Water Body Components
- Return type:
- get_last_water_surface_info() -> (out_water_plane_location=Vector, out_water_plane_normal=Vector, out_water_surface_position=Vector, out_water_depth=float, out_water_body_idx=int32, out_water_velocity=Vector)¶
Get Last Water Surface Info
- Returns:
out_water_plane_location (Vector):
out_water_plane_normal (Vector):
out_water_surface_position (Vector):
out_water_depth (float):
out_water_body_idx (int32):
out_water_velocity (Vector):
- Return type:
tuple
- property on_entered_water_delegate: OnPontoonEnteredWater¶
[Read-Write] On Entered Water Delegate
- Type:
- property on_exited_water_delegate: OnPontoonExitedWater¶
[Read-Write] On Exited Water Delegate
- Type:
- on_pontoon_entered_water(pontoon) None ¶
On Pontoon Entered Water
- Parameters:
pontoon (SphericalPontoon) –
- on_pontoon_exited_water(pontoon) None ¶
On Pontoon Exited Water
- Parameters:
pontoon (SphericalPontoon) –
- property pontoons: Array[SphericalPontoon]¶
[Read-Write] Pontoons deprecated: Use BuoyancyData.Pontoons instead.
- Type: