unreal.LiveLinkDrivenComponent

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

Bases: ActorComponent

A component that applies data from Live Link to the owning actor

C++ Source:

  • Plugin: LiveLink

  • Module: LiveLink

  • File: LiveLinkDrivenComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_transform_bone (Name): [Read-Write] Actor Transform Bone: The name of the bone to drive the actors transform with (if None then we will take the first bone)

  • 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

  • modify_actor_transform (bool): [Read-Write] Modify Actor Transform: Should the actors transform be driven by live link

  • 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!

  • set_relative_location (bool): [Read-Write] Set Relative Location: Should the transform from live link be treated as relative or world space

  • subject_name (LiveLinkSubjectName): [Read-Write] Subject Name: The name of the live link subject to take data from