unreal.DMXComponent
¶
- class unreal.DMXComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
Component that receives DMX input each Tick from a fixture patch.
C++ Source:
Plugin: DMXEngine
Module: DMXRuntime
File: DMXComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_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.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classfixture_patch_ref
(DMXEntityFixturePatchRef): [Read-Write]is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_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_dmx_component_tick
(DMXOnDMXComponentTickSignature): [Read-Write] Event raised each tick, when the component has a Fixture Patch set and either: - The assigned fixture patch is set to ‘receives DMX in editor’. - Project Settings -> Plugins -> DMX -> ‘Fixture Patches receive DMX in Editor’ is set to true.on_fixture_patch_received
(DMXComponentFixturePatchReceivedSignature): [Read-Write] Broadcast when the component’s fixture patch received DMXprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreceive_dmx_from_patch
(bool): [Read-Write] If true, the component will receive DMX from the patchreplicate_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!
- property fixture_patch_ref: DMXEntityFixturePatchRef¶
[Read-Only]
- Type:
- get_fixture_patch() DMXEntityFixturePatch ¶
Gets the fixture patch used in the component
- Return type:
- property on_dmx_component_tick: DMXOnDMXComponentTickSignature¶
[Read-Write] Event raised each tick, when the component has a Fixture Patch set and either: - The assigned fixture patch is set to ‘receives DMX in editor’. - Project Settings -> Plugins -> DMX -> ‘Fixture Patches receive DMX in Editor’ is set to true.
- Type:
(DMXOnDMXComponentTickSignature)
- property on_fixture_patch_received: DMXComponentFixturePatchReceivedSignature¶
[Read-Write] Broadcast when the component’s fixture patch received DMX
- Type:
(DMXComponentFixturePatchReceivedSignature)
- property receive_dmx_from_patch: bool¶
[Read-Only] If true, the component will receive DMX from the patch
- Type:
(bool)
- set_fixture_patch(fixture_patch) None ¶
Sets the fixture patch used in the component
- Parameters:
fixture_patch (DMXEntityFixturePatch) –