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 component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • buoyancy_data (BuoyancyData): [Read-Write] Buoyancy Data

  • 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_entered_water_delegate (OnPontoonEnteredWater): [Read-Write] On Entered Water Delegate

  • on_exited_water_delegate (OnPontoonExitedWater): [Read-Write] On Exited Water Delegate

  • pontoons (Array[SphericalPontoon]): [Read-Write] Pontoons deprecated: Use BuoyancyData.Pontoons instead.

  • 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 buoyancy_data: BuoyancyData

[Read-Only] Buoyancy Data

Type:

(BuoyancyData)

get_current_water_body_components() Array[WaterBodyComponent]

Get Current Water Body Components

Return type:

Array[WaterBodyComponent]

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

is_in_water_body() bool

Is in Water Body

Return type:

bool

is_overlapping_water_body() bool

Is Overlapping Water Body

Return type:

bool

property on_entered_water_delegate: OnPontoonEnteredWater

[Read-Write] On Entered Water Delegate

Type:

(OnPontoonEnteredWater)

property on_exited_water_delegate: OnPontoonExitedWater

[Read-Write] On Exited Water Delegate

Type:

(OnPontoonExitedWater)

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:

(Array[SphericalPontoon])