unreal.DecalComponent
¶
- class unreal.DecalComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SceneComponent
A material that is rendered onto the surface of a mesh. A kind of ‘bumper sticker’ for a model. see: https://docs.unrealengine.com/latest/INT/Engine/Actors/DecalActor see: UDecalActor
C++ Source:
Module: Engine
File: DecalComponent.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.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.decal_color
(LinearColor): [Read-Write] Decal color, can be accessed using the material Decal Color node.decal_material
(MaterialInterface): [Read-Write] Decal material.decal_size
(Vector): [Read-Write] Decal size in local space (does not include the component scale), technically redundant but there for conveniencedestroy_owner_after_fade
(bool): [Read-Write] Automatically destroys the owning actor after fully fading out.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 classfade_duration
(float): [Read-Write] Time in seconds for the decal to fade out. Set fade duration and start delay to 0 to make persistent. Only fades in active simulation or game.fade_in_duration
(float): [Read-Write]fade_in_start_delay
(float): [Read-Write]fade_screen_size
(float): [Read-Write]fade_start_delay
(float): [Read-Write] Time in seconds to wait before beginning to fade out the decal. Set fade duration and start delay to 0 to make persistent.hidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmobility
(ComponentMobility): [Read-Write] 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] 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 deactivatedphysics_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)replicate_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()sort_order
(int32): [Read-Write] Controls the order in which decal elements are rendered. Higher values draw later (on top). Setting many different sort orders on many different decals prevents sorting by state and can reduce performance.use_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.
- create_dynamic_material_instance() MaterialInstanceDynamic ¶
Utility to allocate a new Dynamic Material Instance, set its parent to the currently applied material, and assign it
- Return type:
- create_mid_for_decal() MaterialInstanceDynamic ¶
deprecated: ‘create_mid_for_decal’ was renamed to ‘create_dynamic_material_instance’.
- property decal_color: LinearColor¶
[Read-Only] Decal color, can be accessed using the material Decal Color node.
- Type:
- property decal_material: MaterialInterface¶
[Read-Only] Decal material.
- Type:
- property decal_size: Vector¶
[Read-Only] Decal size in local space (does not include the component scale), technically redundant but there for convenience
- Type:
(Vector)
- property destroy_owner_after_fade: bool¶
[Read-Only] Automatically destroys the owning actor after fully fading out.
- Type:
(bool)
- property fade_duration: float¶
[Read-Only] Time in seconds for the decal to fade out. Set fade duration and start delay to 0 to make persistent. Only fades in active simulation or game.
- Type:
(float)
- property fade_start_delay: float¶
[Read-Only] Time in seconds to wait before beginning to fade out the decal. Set fade duration and start delay to 0 to make persistent.
- Type:
(float)
- get_decal_material() MaterialInterface ¶
Accessor for decal material
- Return type:
- set_decal_color(color) None ¶
Sets the decal color.
- Parameters:
color (LinearColor) –
- set_decal_material(new_decal_material) None ¶
setting decal material on decal component. This will force the decal to reattach
- Parameters:
new_decal_material (MaterialInterface) –
- set_fade_out(start_delay, duration, destroy_owner_after_fade=True) None ¶
Sets the decal’s fade start time, duration and if the owning actor should be destroyed after the decal is fully faded out. The default value of 0 for FadeStartDelay and FadeDuration makes the decal persistent. See DecalLifetimeOpacity material node to control the look of “fading out.”
- set_fade_screen_size(new_fade_screen_size) None ¶
Set the FadeScreenSize for this decal component
- Parameters:
new_fade_screen_size (float) –