unreal.GeometryCollectionDebugDrawActor

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

Bases: Actor

Geometry Collection Debug Draw Actor

C++ Source:

  • Module: GeometryCollectionEngine

  • File: GeometryCollectionDebugDrawActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Write] Actor Guid: The GUID for this actor.

    Note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults.

    See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.

  • allow_tick_before_begin_play (bool): [Read-Write] Allow Tick Before Begin Play: Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always Relevant: Always relevant for network (overrides bOnlyRelevantToOwner).

  • arrow_scale (float): [Read-Write] Arrow Scale: Size of arrows used for visualizing normals, breaking information, …etc.

  • async_physics_tick_enabled (bool): [Read-Write] Async Physics Tick Enabled: Whether to use use the async physics tick with this actor.

  • auto_destroy_when_finished (bool): [Read-Write] Auto Destroy when Finished: If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Auto Receive Input: Automatically registers this actor to receive input from a player.

  • axis_scale (float): [Read-Write] Axis Scale: Scale of the axis used for visualizing all transforms.

  • block_input (bool): [Read-Write] Block Input: If true, all input on the stack below this actor will not be considered

  • bounding_box_color (Color): [Read-Write] Bounding Box Color: Color used for the visualization of the bounding boxes.

  • call_pre_replication (bool): [Read-Write] Call Pre Replication

  • call_pre_replication_for_replay (bool): [Read-Write] Call Pre Replication for Replay

  • can_be_damaged (bool): [Read-Write] Can be Damaged: Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()

  • can_be_in_cluster (bool): [Read-Write] Can be in Cluster: If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • collision_at_origin (bool): [Read-Write] Collision at Origin: Show the selected rigid body’s collision volume at the origin, in local space.

  • connectivity_edge_thickness (float): [Read-Write] Connectivity Edge Thickness: Line thickness used for the visualization of the rigid clustering connectivity edges.

  • content_bundle_guid (Guid): [Read-Write] Content Bundle Guid: The GUID for this actor’s content bundle.

  • custom_time_dilation (float): [Read-Write] Custom Time Dilation: Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • data_layer_assets (Array[DataLayerAsset]): [Read-Write] Data Layer Assets

  • data_layers (Array[ActorDataLayer]): [Read-Only] Data Layers: DataLayers the actor belongs to.

  • debug_draw_clustering (bool): [Read-Write] Debug Draw Clustering: Show debug visualization for all clustered children associated to the current rigid body id selection.

  • debug_draw_hierarchy (bool): [Read-Write] Debug Draw Hierarchy: Show debug visualization for the top level node rather than the bottom leaf nodes of a cluster’s hierarchy. * Only affects Clustering and Geometry visualization.

  • debug_draw_whole_collection (bool): [Read-Write] Debug Draw Whole Collection: Show debug visualization for the rest of the geometry collection related to the current rigid body id selection.

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default Update Overlaps Method During Level Streaming: Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • enable_auto_lod_generation (bool): [Read-Write] Enable Auto LODGeneration: Whether this actor should be considered or not during HLOD generation.

  • face_color (Color): [Read-Write] Face Color: Color used for the visualization of the faces.

  • face_index_color (Color): [Read-Write] Face Index Color: Color used for the visualization of the face indices.

  • face_normal_color (Color): [Read-Write] Face Normal Color: Color used for the visualization of the face normals.

  • find_camera_component_when_view_target (bool): [Read-Write] Find Camera Component when View Target: If true, this actor should search for an owned camera component to view through when used as a view target.

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] Generate Overlap Events During Level Streaming: If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • geometry_index_color (Color): [Read-Write] Geometry Index Color: Color used for the visualization of the geometry indices.

  • geometry_transform_scale (float): [Read-Write] Geometry Transform Scale: Scale for geometry transform visualization.

  • hidden (bool): [Read-Write] Hidden: Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • hide_geometry (GeometryCollectionDebugDrawActorHideGeometry): [Read-Write] Hide Geometry: Geometry visibility setting. Select the part of the geometry to hide in order to better visualize the debug information.

  • hlod_layer (HLODLayer): [Read-Write] HLODLayer: The UHLODLayer in which this actor should be included.

  • ignores_origin_shifting (bool): [Read-Write] Ignores Origin Shifting: Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] Initial Life Span: How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • input_priority (int32): [Read-Write] Input Priority: The priority of this input component when pushed in to the stack.

  • instigator (Pawn): [Read-Write] Instigator: Pawn responsible for damage and other gameplay events caused by this actor.

  • is_editor_only_actor (bool): [Read-Write] Is Editor Only Actor: Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • is_spatially_loaded (bool): [Read-Write] Is Spatially Loaded: Determine if this actor is spatially loaded when placed in a partitioned world.

    If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.

  • layers (Array[Name]): [Read-Write] Layers: Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.

  • level_color (Color): [Read-Write] Level Color: Color used for the visualization of the levels.

  • line_thickness (float): [Read-Write] Line Thickness: Thickness of lines when visualizing faces, normals, …etc.

  • min_net_update_frequency (float): [Read-Write] Min Net Update Frequency: Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • net_cull_distance_squared (float): [Read-Write] Net Cull Distance Squared: Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Net Dormancy: Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] Net Load on Client: This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Net Priority: Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] Net Update Frequency: How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] Net Use Owner Relevancy: If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • normal_scale (float): [Read-Write] Normal Scale: Scale factor used for visualizing normals.

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] On Actor Begin Overlap: Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] On Actor End Overlap: Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.

  • on_actor_hit (ActorHitSignature): [Read-Write] On Actor Hit: Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] On Begin Cursor Over: Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] On Clicked: Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] On Destroyed: Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] On End Cursor Over: Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] On End Play: Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] On Input Touch Begin: Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] On Input Touch End: Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] On Input Touch Enter: Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] On Input Touch Leave: Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_released (ActorOnReleasedSignature): [Read-Write] On Released: Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] On Take Any Damage: Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] On Take Point Damage: Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] On Take Radial Damage: Called when the actor is damaged by radial damage.

  • only_relevant_to_owner (bool): [Read-Write] Only Relevant to Owner: If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Optimize BPComponent Data: Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • parent_color (Color): [Read-Write] Parent Color: Color used for the visualization of the link from the parents.

  • pivot_offset (Vector): [Read-Write] Pivot Offset: Local space pivot offset for the actor, only used in the editor

  • point_thickness (float): [Read-Write] Point Thickness: Thickness of points when visualizing vertices.

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor Tick: Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()

  • relevant_for_level_bounds (bool): [Read-Write] Relevant for Level Bounds: If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • remote_role (NetRole): [Read-Only] Remote Role: Describes how much control the remote machine has over the actor.

  • replay_rewindable (bool): [Read-Write] Replay Rewindable: If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] Replicate Movement: If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors

  • 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 and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.

  • replicated_movement (RepMovement): [Read-Write] Replicated Movement: Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] Replicates: If true, this actor will replicate to remote machines see: SetReplicates()

  • rigid_body_collision_color (Color): [Read-Write] Rigid Body Collision Color: Color used for collision primitives visualization.

  • rigid_body_force_color (Color): [Read-Write] Rigid Body Force Color: Color used for rigid body applied force and torque visualization.

  • rigid_body_id_color (Color): [Read-Write] Rigid Body Id Color: Color used for the visualization of the rigid body ids.

  • rigid_body_inertia_color (Color): [Read-Write] Rigid Body Inertia Color: Color used for the visualization of the rigid body inertia tensor box.

  • rigid_body_info_color (Color): [Read-Write] Rigid Body Info Color: Color used for the visualization of the rigid body infos.

  • rigid_body_transform_scale (float): [Read-Write] Rigid Body Transform Scale: Scale for rigid body transform visualization.

  • rigid_body_velocity_color (Color): [Read-Write] Rigid Body Velocity Color: Color used for rigid body velocities visualization.

  • role (NetRole): [Read-Only] Role: Describes how much control the local machine has over the actor.

  • root_component (SceneComponent): [Read-Write] Root Component: The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • runtime_grid (Name): [Read-Write] Runtime Grid: Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.

  • show_bounding_box (bool): [Read-Write] Show Bounding Box: Show the bounding box for the selected rigid body’s associated geometries.

  • show_connectivity_edges (bool): [Read-Write] Show Connectivity Edges: Show the connectivity edges for the selected rigid body’s associated cluster nodes.

  • show_face_indices (bool): [Read-Write] Show Face Indices: Show the face indices for the selected rigid body’s associated geometries.

  • show_face_normals (bool): [Read-Write] Show Face Normals: Show the face normals for the selected rigid body’s associated geometries.

  • show_faces (bool): [Read-Write] Show Faces: Show the faces for the selected rigid body’s associated geometries.

  • show_geometry_index (bool): [Read-Write] Show Geometry Index: Show the geometry index for the selected rigid body’s associated geometries.

  • show_geometry_transform (bool): [Read-Write] Show Geometry Transform: Show the geometry transform for the selected rigid body’s associated geometries.

  • show_level (bool): [Read-Write] Show Level: Show the hierarchical level for the selected rigid body’s associated cluster nodes.

  • show_parent (bool): [Read-Write] Show Parent: Show a link from the selected rigid body’s associated cluster nodes to their parent’s nodes.

  • show_rigid_body_collision (bool): [Read-Write] Show Rigid Body Collision: Show the selected rigid body’s collision volume.

  • show_rigid_body_force (bool): [Read-Write] Show Rigid Body Force: Show the selected rigid body’s applied force and torque.

  • show_rigid_body_id (bool): [Read-Write] Show Rigid Body Id: Display the selected rigid body’s id.

  • show_rigid_body_inertia (bool): [Read-Write] Show Rigid Body Inertia: Show the selected rigid body’s inertia tensor box.

  • show_rigid_body_infos (bool): [Read-Write] Show Rigid Body Infos: Show the selected rigid body’s on screen text information.

  • show_rigid_body_transform (bool): [Read-Write] Show Rigid Body Transform: Show the selected rigid body’s transform.

  • show_rigid_body_velocity (bool): [Read-Write] Show Rigid Body Velocity: Show the selected rigid body’s linear and angular velocity.

  • show_single_face (bool): [Read-Write] Show Single Face: Enable single face visualization for the selected rigid body’s associated geometries.

  • show_transform (bool): [Read-Write] Show Transform: Show the transform for the selected rigid body’s associated cluster nodes.

  • show_transform_index (bool): [Read-Write] Show Transform Index: Show the transform index for the selected rigid body’s associated cluster nodes.

  • show_vertex_indices (bool): [Read-Write] Show Vertex Indices: Show the vertex indices for the selected rigid body’s associated geometries.

  • show_vertex_normals (bool): [Read-Write] Show Vertex Normals: Show the vertex normals for the selected rigid body’s associated geometries.

  • show_vertices (bool): [Read-Write] Show Vertices: Show the vertices for the selected rigid body’s associated geometries.

  • single_face_color (Color): [Read-Write] Single Face Color: Color used for the visualization of the single face.

  • single_face_index (int32): [Read-Write] Single Face Index: The index of the single face to visualize.

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Spawn Collision Handling Method: Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • sprite_scale (float): [Read-Write] Sprite Scale: The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • tags (Array[Name]): [Read-Write] Tags: Array of tags that can be used for grouping and categorizing.

  • text_scale (float): [Read-Write] Text Scale: Scale of the font used to display text.

  • text_shadow (bool): [Read-Write] Text Shadow: Draw shadows under the displayed text.

  • transform_index_color (Color): [Read-Write] Transform Index Color: Color used for the visualization of the transform indices.

  • transform_scale (float): [Read-Write] Transform Scale: Scale for cluster transform visualization.

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Update Overlaps Method During Level Streaming: Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

  • use_active_visualization (bool): [Read-Write] Use Active Visualization: Adapt visualization depending of the cluster nodes’ hierarchical level.

  • vertex_color (Color): [Read-Write] Vertex Color: Color used for the visualization of the vertices.

  • vertex_index_color (Color): [Read-Write] Vertex Index Color: Color used for the visualization of the vertex indices.

  • vertex_normal_color (Color): [Read-Write] Vertex Normal Color: Color used for the visualization of the vertex normals.