unreal.WorldPartitionStreamingSourceComponent
¶
- class unreal.WorldPartitionStreamingSourceComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
ActorComponent
World Partition Streaming Source Component
C++ Source:
Module: Engine
File: WorldPartitionStreamingSourceComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the componentauto_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 navigationcomponent_tags
(Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.debug_color
(Color): [Read-Write] Debug Color: Color used for debugging.default_visualizer_loading_range
(float): [Read-Write] Default Visualizer Loading Range: Value used by debug visualizer when grid loading range is chosen.editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentpriority
(StreamingSourcePriority): [Read-Write] Priorityreplicate_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!shapes
(Array[StreamingSourceShape]): [Read-Write] Shapes: Optional aggregated shape list used to build a custom shape for the streaming source. When empty, fallbacks sphere shape with a radius equal to grid’s loading range.streaming_source_enabled
(bool): [Read-Write] Streaming Source Enabled: Whether this component is enabled or nottarget_grid
(Name): [Read-Write] Target Grid: Optional target grid affected by streaming source.target_hlod_layer
(HLODLayer): [Read-Write] Target HLODLayer: Optional target HLODLayer affected by the streaming source.target_state
(StreamingSourceTargetState): [Read-Write] Target State
- is_streaming_completed() bool ¶
Returns true if streaming is completed for this streaming source component.
- Return type:
- property priority: StreamingSourcePriority¶
[Read-Write] Priority
- Type:
- property shapes: Array[StreamingSourceShape]¶
[Read-Write] Shapes: Optional aggregated shape list used to build a custom shape for the streaming source. When empty, fallbacks sphere shape with a radius equal to grid’s loading range.
- Type: