unreal.ChaosDestructionListener

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

Bases: SceneComponent

Object allowing for retrieving Chaos Destruction data.

C++ Source:

  • Module: GeometryCollectionEngine

  • File: ChaosBlueprint.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 parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • 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.

  • breaking_event_request_settings (ChaosBreakingEventRequestSettings): [Read-Write] Breaking Event Request Settings: The settings to use for breaking event listening

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • chaos_solver_actors (Set[ChaosSolverActor]): [Read-Write] Chaos Solver Actors: Which chaos solver actors we’re using. If empty, this listener will fallback to the “world” solver.

  • collision_event_request_settings (ChaosCollisionEventRequestSettings): [Read-Write] Collision Event Request Settings: The settings to use for collision event listening

  • 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.

  • 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 class

  • geometry_collection_actors (Set[GeometryCollectionActor]): [Read-Write] Geometry Collection Actors: Which chaos solver actors we’re using. If empty, this listener will fallback to the “world” solver.

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • is_breaking_event_listening_enabled (bool): [Read-Write] Is Breaking Event Listening Enabled: Whether or not collision event listening is enabled

  • is_collision_event_listening_enabled (bool): [Read-Write] Is Collision Event Listening Enabled: Whether or not collision event listening is enabled

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • is_removal_event_listening_enabled (bool): [Read-Write] Is Removal Event Listening Enabled: Whether or not removal event listening is enabled

  • is_trailing_event_listening_enabled (bool): [Read-Write] Is Trailing Event Listening Enabled: Whether or not trailing event listening is enabled

  • mobility (ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • on_breaking_events (OnChaosBreakingEvents): [Read-Write] On Breaking Events: Called when new breaking events are available.

  • on_collision_events (OnChaosCollisionEvents): [Read-Write] On Collision Events: Called when new collision events are available.

  • 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_removal_events (OnChaosRemovalEvents): [Read-Write] On Removal Events: Called when new trailing events are available.

  • on_trailing_events (OnChaosTrailingEvents): [Read-Write] On Trailing Events: Called when new trailing events are available.

  • physics_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 Component

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_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)

  • removal_event_request_settings (ChaosRemovalEventRequestSettings): [Read-Write] Removal Event Request Settings: The settings to use for removal event listening

  • 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()

  • trailing_event_request_settings (ChaosTrailingEventRequestSettings): [Read-Write] Trailing Event Request Settings: The settings to use for trailing event listening

  • 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.

add_chaos_solver_actor(chaos_solver_actor) None

Dynamically adds a chaos solver to the listener

Parameters:

chaos_solver_actor (ChaosSolverActor) –

add_geometry_collection_actor(geometry_collection_actor) None

Dynamically adds a chaos solver to the listener

Parameters:

geometry_collection_actor (GeometryCollectionActor) –

property breaking_event_request_settings: ChaosBreakingEventRequestSettings

[Read-Only] Breaking Event Request Settings: The settings to use for breaking event listening

Type:

(ChaosBreakingEventRequestSettings)

property chaos_solver_actors: Set[ChaosSolverActor]

[Read-Only] Chaos Solver Actors: Which chaos solver actors we’re using. If empty, this listener will fallback to the “world” solver.

Type:

(Set[ChaosSolverActor])

property collision_event_request_settings: ChaosCollisionEventRequestSettings

[Read-Only] Collision Event Request Settings: The settings to use for collision event listening

Type:

(ChaosCollisionEventRequestSettings)

property geometry_collection_actors: Set[GeometryCollectionActor]

[Read-Only] Geometry Collection Actors: Which chaos solver actors we’re using. If empty, this listener will fallback to the “world” solver.

Type:

(Set[GeometryCollectionActor])

property is_breaking_event_listening_enabled: bool

[Read-Only] Is Breaking Event Listening Enabled: Whether or not collision event listening is enabled

Type:

(bool)

property is_collision_event_listening_enabled: bool

[Read-Only] Is Collision Event Listening Enabled: Whether or not collision event listening is enabled

Type:

(bool)

is_event_listening() bool

Returns if the destruction listener is listening to any events

Return type:

bool

property is_removal_event_listening_enabled: bool

[Read-Only] Is Removal Event Listening Enabled: Whether or not removal event listening is enabled

Type:

(bool)

property is_trailing_event_listening_enabled: bool

[Read-Only] Is Trailing Event Listening Enabled: Whether or not trailing event listening is enabled

Type:

(bool)

property on_breaking_events: OnChaosBreakingEvents

[Read-Write] On Breaking Events: Called when new breaking events are available.

Type:

(OnChaosBreakingEvents)

property on_collision_events: OnChaosCollisionEvents

[Read-Write] On Collision Events: Called when new collision events are available.

Type:

(OnChaosCollisionEvents)

property on_removal_events: OnChaosRemovalEvents

[Read-Write] On Removal Events: Called when new trailing events are available.

Type:

(OnChaosRemovalEvents)

property on_trailing_events: OnChaosTrailingEvents

[Read-Write] On Trailing Events: Called when new trailing events are available.

Type:

(OnChaosTrailingEvents)

property removal_event_request_settings: ChaosRemovalEventRequestSettings

[Read-Only] Removal Event Request Settings: The settings to use for removal event listening

Type:

(ChaosRemovalEventRequestSettings)

remove_chaos_solver_actor(chaos_solver_actor) None

Dynamically removes a chaos solver from the listener

Parameters:

chaos_solver_actor (ChaosSolverActor) –

remove_geometry_collection_actor(geometry_collection_actor) None

Dynamically removes a chaos solver from the listener

Parameters:

geometry_collection_actor (GeometryCollectionActor) –

set_breaking_event_enabled(is_enabled) None

Enables or disables breaking event listening

Parameters:

is_enabled (bool) –

set_breaking_event_request_settings(settings) None

Sets breaking event request settings dynamically

Parameters:

settings (ChaosBreakingEventRequestSettings) –

set_collision_event_enabled(is_enabled) None

Enables or disables collision event listening

Parameters:

is_enabled (bool) –

set_collision_event_request_settings(settings) None

Sets collision event request settings dynamically

Parameters:

settings (ChaosCollisionEventRequestSettings) –

set_removal_event_enabled(is_enabled) None

Enables or disables removal event listening

Parameters:

is_enabled (bool) –

set_removal_event_request_settings(settings) None

Sets removal event request settings dynamically

Parameters:

settings (ChaosRemovalEventRequestSettings) –

set_trailing_event_enabled(is_enabled) None

Enables or disables trailing event listening

Parameters:

is_enabled (bool) –

set_trailing_event_request_settings(settings) None

Sets trailing event request settings dynamically

Parameters:

settings (ChaosTrailingEventRequestSettings) –

sort_breaking_events(breaking_events, sort_method) Array[ChaosBreakingEventData]

Sorts breaking events according to the given sort method

Parameters:
Returns:

breaking_events (Array[ChaosBreakingEventData]):

Return type:

Array[ChaosBreakingEventData]

sort_collision_events(collision_events, sort_method) Array[ChaosCollisionEventData]

Sorts collision events according to the given sort method

Parameters:
Returns:

collision_events (Array[ChaosCollisionEventData]):

Return type:

Array[ChaosCollisionEventData]

sort_removal_events(removal_events, sort_method) Array[ChaosRemovalEventData]

Sorts removal events according to the given sort method

Parameters:
Returns:

removal_events (Array[ChaosRemovalEventData]):

Return type:

Array[ChaosRemovalEventData]

sort_trailing_events(trailing_events, sort_method) Array[ChaosTrailingEventData]

Sorts trailing events according to the given sort method

Parameters:
Returns:

trailing_events (Array[ChaosTrailingEventData]):

Return type:

Array[ChaosTrailingEventData]

property trailing_event_request_settings: ChaosTrailingEventRequestSettings

[Read-Only] Trailing Event Request Settings: The settings to use for trailing event listening

Type:

(ChaosTrailingEventRequestSettings)