unreal.MockDataMeshTrackerComponent

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

Bases: SceneComponent

The MeshTrackerComponent class manages requests for environmental mesh data, processes the results and provides them to the calling system. The calling system is able request environmental mesh data within a specified area. Various other search criteria can be set via this class’s public properties. Mesh data requests are processed on a separate thread. Once a mesh data request has been processed the calling system will be notified via an FOnMeshTrackerUpdated broadcast.

C++ Source:

  • Module: MRMesh

  • File: MockDataMeshTrackerComponent.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.

  • block_vertex_colors (Array[Color]): [Read-Write] Block Vertex Colors: Colors through which we cycle when setting vertex color by block.

  • 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.

  • 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

  • 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_mesh_tracker_updated (OnMockDataMeshTrackerUpdated): [Read-Write] On Mesh Tracker Updated: Activated whenever new information about this mesh tracker is detected.

  • 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!

  • request_normals (bool): [Read-Write] Request Normals: If true, the system will generate normals for the triangle vertices.

  • request_vertex_confidence (bool): [Read-Write] Request Vertex Confidence: If true, the system will generate the mesh confidence values for the triangle vertices. These confidence values can be used to determine if the user needs to scan more.

  • scan_world (bool): [Read-Write] Scan World: Set to true to start scanning the world for meshes.

  • 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()

  • update_interval (float): [Read-Write] Update Interval: Update Interval in Seconds.

  • 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.

  • vertex_color_from_confidence_one (LinearColor): [Read-Write] Vertex Color from Confidence One: Color mapped to confidence value of one.

  • vertex_color_from_confidence_zero (LinearColor): [Read-Write] Vertex Color from Confidence Zero: Color mapped to confidence value of zero.

  • vertex_color_mode (MeshTrackerVertexColorMode): [Read-Write] Vertex Color Mode: Vertex Colors can be unused, or filled with several types of information.

  • visible (bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

property block_vertex_colors: Array[Color]

[Read-Write] Block Vertex Colors: Colors through which we cycle when setting vertex color by block.

Type:

(Array[Color])

connect_mr_mesh(mr_mesh_ptr) None

Sets the procedural mesh component that will store and display the environmental mesh results.

Parameters:

mr_mesh_ptr (MRMeshComponent) – The procedural mesh component to store the query result in.

disconnect_mr_mesh(mr_mesh_ptr) None

Unlinks the current procedural mesh component from the mesh tracking system.

Parameters:

mr_mesh_ptr (MRMeshComponent) – The procedural mesh component to unlink from the mesh tracking system.

property on_mesh_tracker_updated: OnMockDataMeshTrackerUpdated

[Read-Write] On Mesh Tracker Updated: Activated whenever new information about this mesh tracker is detected.

Type:

(OnMockDataMeshTrackerUpdated)

property request_normals: bool

[Read-Write] Request Normals: If true, the system will generate normals for the triangle vertices.

Type:

(bool)

property request_vertex_confidence: bool

[Read-Write] Request Vertex Confidence: If true, the system will generate the mesh confidence values for the triangle vertices. These confidence values can be used to determine if the user needs to scan more.

Type:

(bool)

property scan_world: bool

[Read-Write] Scan World: Set to true to start scanning the world for meshes.

Type:

(bool)

property update_interval: float

[Read-Write] Update Interval: Update Interval in Seconds.

Type:

(float)

property vertex_color_from_confidence_one: LinearColor

[Read-Write] Vertex Color from Confidence One: Color mapped to confidence value of one.

Type:

(LinearColor)

property vertex_color_from_confidence_zero: LinearColor

[Read-Write] Vertex Color from Confidence Zero: Color mapped to confidence value of zero.

Type:

(LinearColor)

property vertex_color_mode: MeshTrackerVertexColorMode

[Read-Write] Vertex Color Mode: Vertex Colors can be unused, or filled with several types of information.

Type:

(MeshTrackerVertexColorMode)