unreal.MassAgentComponent
¶
- class unreal.MassAgentComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
There are two primary use cases for this component: 1. If placed on an AActor blueprint can it lets the used specify additional fragments that will be created for
entities spawned based on this given blueprint.
If present present on an actor in the world it makes it communicate with the MassSimulation which will create an entity representing given actor. Use case 1) will also applicable in this case. The component is unregistered by default and requires manual enabling via a ‘Enable’ call
todo: use case 2) is currently sitting in a shelved CL of mine. Will be worked on next.
C++ Source:
Plugin: MassGameplay
Module: MassActors
File: MassAgentComponent.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.auto_register_in_editor_mode
(bool): [Read-Write]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 classentity_config
(MassEntityConfig): [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 deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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!