unreal.SteamVRChaperoneComponent
¶
- class unreal.SteamVRChaperoneComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
SteamVR Extensions Function Library
C++ Source:
Plugin: SteamVR
Module: SteamVR
File: SteamVRChaperoneComponent.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 classis_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_leave_bounds
(SteamVRChaperoneEvent): [Read-Write]on_return_to_bounds
(SteamVRChaperoneEvent): [Read-Write]primary_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!
- get_bounds() Array[Vector] ¶
Returns the bounds from the Chaperone, in Unreal-scale HMD-space coordinates, centered around the HMD’s calibration origin (0,0,0). Each set of four bounds will form a quad to define a set of bounds
- property on_leave_bounds: SteamVRChaperoneEvent¶
[Read-Write]
- Type:
(SteamVRChaperoneEvent)
- property on_return_to_bounds: SteamVRChaperoneEvent¶
[Read-Write]
- Type:
(SteamVRChaperoneEvent)