unreal.LinearTimecodeComponent

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

Bases: SceneComponent

Implements a Linear timecode decoder.

C++ Source:

  • Plugin: LinearTimecode

  • Module: LinearTimecode

  • File: LinearTimecodeComponent.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.

  • 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.

  • detail_mode (DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

  • drop_timecode (DropTimecode): [Read-Write] Drop Timecode

  • 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

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

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

  • media_player (MediaPlayer): [Read-Write] Media Player: The media player asset associated with this component.

  • 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_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_timecode_change (OnTimecodeChange): [Read-Write] On Timecode Change: Called when the timecode changes

  • 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)

  • 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()

  • 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.

property drop_timecode: DropTimecode

[Read-Only] Drop Timecode

Type:

(DropTimecode)

get_drop_frame_number() int32

Get the Frame Number

Returns:

Frame Number

Return type:

int32

classmethod get_drop_time_code_frame_number(timecode) int32

Convert a drop timecode into a frame number

Parameters:

timecode (DropTimecode) – Used to access the framerate, and drop flag

Returns:

frame_number (int32): returned calculated frame number

Return type:

int32

property media_player: MediaPlayer

[Read-Write] Media Player: The media player asset associated with this component.

Type:

(MediaPlayer)

property on_timecode_change: OnTimecodeChange

[Read-Write] On Timecode Change: Called when the timecode changes

Type:

(OnTimecodeChange)

classmethod set_drop_timecode_frame_number(timecode, frame_number) DropTimecode

Convert frame number into a drop timecode

Parameters:
  • timecode (DropTimecode) – used to access the framerate, and drop flag

  • frame_number (int32) – Frame number to set in the returned timecode

Returns:

out_timecode (DropTimecode): Returned drop timecode

Return type:

DropTimecode