unreal.AvaGizmoComponent
¶
- class unreal.AvaGizmoComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
Add to an actor to indicate it’s used as a Gizmo.
C++ Source:
Plugin: Avalanche
Module: Avalanche
File: AvaGizmoComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_to_child_actors
(bool): [Read-Write] Whether the settings apply to child actors or not.asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only
(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 navigationcast_shadow
(bool): [Read-Write] Controls whether the primitive component should cast a shadow or not.component_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.draw_wireframe
(bool): [Read-Write] Currently only applies to dynamic meshes.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 buildsis_gizmo_enabled
(bool): [Read-Write] Whether “gizmo mode” is enabled.is_hidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.is_visible_in_editor
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.material
(MaterialInterface): [Read-Write] Material that overrides all others attached to the parent actor, if specified.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 deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrender_depth
(bool): [Read-Write] Whether to render to the depth buffer.render_in_main_pass
(bool): [Read-Write] Whether to render in the main pass.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!set_stencil
(bool): [Read-Write] Whether to render to the custom depth/stencil buffer.stencil_id
(uint8): [Read-Write] The custom stencil id, if applicable.wireframe_color
(LinearColor): [Read-Write] The color of the wireframe when drawn.
- property apply_to_child_actors: bool¶
[Read-Write] Whether the settings apply to child actors or not.
- Type:
(bool)
- property cast_shadow: bool¶
[Read-Write] Controls whether the primitive component should cast a shadow or not.
- Type:
(bool)
[Read-Write] Whether to hide the primitive in game, if the primitive is Visible.
- Type:
(bool)
- property is_visible_in_editor: bool¶
[Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- Type:
(bool)
- property material: MaterialInterface¶
[Read-Write] Material that overrides all others attached to the parent actor, if specified.
- Type:
- property set_stencil: bool¶
[Read-Write] Whether to render to the custom depth/stencil buffer.
- Type:
(bool)
- property wireframe_color: LinearColor¶
[Read-Write] The color of the wireframe when drawn.
- Type: