unreal.ChaosDestructionListener
¶
- class unreal.ChaosDestructionListener(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SceneComponent
Object allowing for retrieving Chaos Destruction data.
C++ Source:
Module: GeometryCollectionEngine
File: ChaosBlueprint.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.breaking_event_request_settings
(ChaosBreakingEventRequestSettings): [Read-Write] The settings to use for breaking event listeningcan_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationchaos_solver_actors
(Set[ChaosSolverActor]): [Read-Write] Which chaos solver actors we’re using. If empty, this listener will fallback to the “world” solver.collision_event_request_settings
(ChaosCollisionEventRequestSettings): [Read-Write] The settings to use for collision event listeningcomponent_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classgeometry_collection_actors
(Set[GeometryCollectionActor]): [Read-Write] Which chaos solver actors we’re using. If empty, this listener will fallback to the “world” solver.hidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.is_breaking_event_listening_enabled
(bool): [Read-Write] Whether or not collision event listening is enabledis_collision_event_listening_enabled
(bool): [Read-Write] Whether or not collision event listening is enabledis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsis_removal_event_listening_enabled
(bool): [Read-Write] Whether or not removal event listening is enabledis_trailing_event_listening_enabled
(bool): [Read-Write] Whether or not trailing event listening is enabledmobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.on_breaking_events
(OnChaosBreakingEvents): [Read-Write] Called when new breaking events are available.on_collision_events
(OnChaosCollisionEvents): [Read-Write] Called when new collision events are available.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedon_removal_events
(OnChaosRemovalEvents): [Read-Write] Called when new trailing events are available.on_trailing_events
(OnChaosTrailingEvents): [Read-Write] Called when new trailing events are available.physics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)removal_event_request_settings
(ChaosRemovalEventRequestSettings): [Read-Write] The settings to use for removal event listeningreplicate_using_registered_sub_object_list
(bool): [Read-Write] 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] 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] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()trailing_event_request_settings
(ChaosTrailingEventRequestSettings): [Read-Write] The settings to use for trailing event listeninguse_attach_parent_bound
(bool): [Read-Write] 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] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- add_chaos_solver_actor(chaos_solver_actor) None ¶
Dynamically adds a chaos solver to the listener
- Parameters:
chaos_solver_actor (ChaosSolverActor) –
- add_geometry_collection_actor(geometry_collection_actor) None ¶
Dynamically adds a chaos solver to the listener
- Parameters:
geometry_collection_actor (GeometryCollectionActor) –
- property breaking_event_request_settings: ChaosBreakingEventRequestSettings¶
[Read-Only] The settings to use for breaking event listening
- property chaos_solver_actors: None¶
[Read-Only] Which chaos solver actors we’re using. If empty, this listener will fallback to the “world” solver.
- Type:
- property collision_event_request_settings: ChaosCollisionEventRequestSettings¶
[Read-Only] The settings to use for collision event listening
- property geometry_collection_actors: None¶
[Read-Only] Which chaos solver actors we’re using. If empty, this listener will fallback to the “world” solver.
- Type:
- property is_breaking_event_listening_enabled: bool¶
[Read-Only] Whether or not collision event listening is enabled
- Type:
(bool)
- property is_collision_event_listening_enabled: bool¶
[Read-Only] Whether or not collision event listening is enabled
- Type:
(bool)
- is_event_listening() bool ¶
Returns if the destruction listener is listening to any events
- Return type:
- property is_removal_event_listening_enabled: bool¶
[Read-Only] Whether or not removal event listening is enabled
- Type:
(bool)
- property is_trailing_event_listening_enabled: bool¶
[Read-Only] Whether or not trailing event listening is enabled
- Type:
(bool)
- property on_breaking_events: OnChaosBreakingEvents¶
[Read-Write] Called when new breaking events are available.
- Type:
- property on_collision_events: OnChaosCollisionEvents¶
[Read-Write] Called when new collision events are available.
- Type:
- property on_removal_events: OnChaosRemovalEvents¶
[Read-Write] Called when new trailing events are available.
- Type:
- property on_trailing_events: OnChaosTrailingEvents¶
[Read-Write] Called when new trailing events are available.
- Type:
- property removal_event_request_settings: ChaosRemovalEventRequestSettings¶
[Read-Only] The settings to use for removal event listening
- Type:
- remove_chaos_solver_actor(chaos_solver_actor) None ¶
Dynamically removes a chaos solver from the listener
- Parameters:
chaos_solver_actor (ChaosSolverActor) –
- remove_geometry_collection_actor(geometry_collection_actor) None ¶
Dynamically removes a chaos solver from the listener
- Parameters:
geometry_collection_actor (GeometryCollectionActor) –
- set_breaking_event_enabled(is_enabled) None ¶
Enables or disables breaking event listening
- Parameters:
is_enabled (bool) –
- set_breaking_event_request_settings(settings) None ¶
Sets breaking event request settings dynamically
- Parameters:
settings (ChaosBreakingEventRequestSettings) –
- set_collision_event_enabled(is_enabled) None ¶
Enables or disables collision event listening
- Parameters:
is_enabled (bool) –
- set_collision_event_request_settings(settings) None ¶
Sets collision event request settings dynamically
- Parameters:
settings (ChaosCollisionEventRequestSettings) –
- set_removal_event_enabled(is_enabled) None ¶
Enables or disables removal event listening
- Parameters:
is_enabled (bool) –
- set_removal_event_request_settings(settings) None ¶
Sets removal event request settings dynamically
- Parameters:
settings (ChaosRemovalEventRequestSettings) –
- set_trailing_event_enabled(is_enabled) None ¶
Enables or disables trailing event listening
- Parameters:
is_enabled (bool) –
- set_trailing_event_request_settings(settings) None ¶
Sets trailing event request settings dynamically
- Parameters:
settings (ChaosTrailingEventRequestSettings) –
- sort_breaking_events(breaking_events, sort_method) Array[ChaosBreakingEventData] ¶
Sorts breaking events according to the given sort method
- Parameters:
breaking_events (Array[ChaosBreakingEventData]) –
sort_method (ChaosBreakingSortMethod) –
- Returns:
breaking_events (Array[ChaosBreakingEventData]):
- Return type:
- sort_collision_events(collision_events, sort_method) Array[ChaosCollisionEventData] ¶
Sorts collision events according to the given sort method
- Parameters:
collision_events (Array[ChaosCollisionEventData]) –
sort_method (ChaosCollisionSortMethod) –
- Returns:
collision_events (Array[ChaosCollisionEventData]):
- Return type:
- sort_removal_events(removal_events, sort_method) Array[ChaosRemovalEventData] ¶
Sorts removal events according to the given sort method
- Parameters:
removal_events (Array[ChaosRemovalEventData]) –
sort_method (ChaosRemovalSortMethod) –
- Returns:
removal_events (Array[ChaosRemovalEventData]):
- Return type:
- sort_trailing_events(trailing_events, sort_method) Array[ChaosTrailingEventData] ¶
Sorts trailing events according to the given sort method
- Parameters:
trailing_events (Array[ChaosTrailingEventData]) –
sort_method (ChaosTrailingSortMethod) –
- Returns:
trailing_events (Array[ChaosTrailingEventData]):
- Return type:
- property trailing_event_request_settings: ChaosTrailingEventRequestSettings¶
[Read-Only] The settings to use for trailing event listening