- class unreal.FieldNodeBase(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
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.
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
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!