unreal.VRScoutingInteractor
¶
- class unreal.VRScoutingInteractor(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
VREditorInteractor
Represents the interactor in the world
C++ Source:
Module: VREditor
File: VRScoutingInteractor.h
Editor Properties: (see get_editor_property/set_editor_property)
flying_indicator_component
(StaticMeshComponent): [Read-Write] Flying Indicator Component: Shown in Navigation modehand_mesh_component
(StaticMeshComponent): [Read-Write] Hand Mesh Component: Access to the current handmesh. Use ReplaceHandMeshComponent() to update the entire StaticMeshComponent.is_undo_redo_swipe_enabled
(bool): [Read-Write] Is Undo Redo Swipe Enabled: Whether swiping left/right on touchpad/joystick triggers undo/redoreceives_editor_input
(bool): [Read-Write] Receives Editor Input: If set to true, then this interactor will be able to recieve input delegate callbacks when in the editor. Defaults to true since we will always want this interactor to consume input
- property flying_indicator_component: StaticMeshComponent¶
[Read-Only] Flying Indicator Component: Shown in Navigation mode
- Type:
- get_gizmo_mode() GizmoHandleTypes ¶
Gets the gizmo mode for selected object
- Return type:
- get_input_component() InputComponent ¶
Returns the current InputComponent. This will be NULL unless bReceivesEditorInput is set to true.
- Return type:
- classmethod get_selected_actors() Array[Actor] ¶
Gets all actors that are selected in the world editor
- property receives_editor_input: bool¶
[Read-Write] Receives Editor Input: If set to true, then this interactor will be able to recieve input delegate callbacks when in the editor. Defaults to true since we will always want this interactor to consume input
- Type:
(bool)
- set_gizmo_mode(gizmo_mode) None ¶
Sets the gizmo mode for selected object
- Parameters:
gizmo_mode (GizmoHandleTypes) –