unreal.AvaShapeLineDynamicMesh
¶
- class unreal.AvaShapeLineDynamicMesh(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AvaShapeRoundedPolygonDynamicMesh
Ava Shape Line Dynamic Mesh
C++ Source:
Plugin: Avalanche
Module: AvalancheShapes
File: AvaShapeLineDynMesh.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_edit_size
(bool): [Read-Write] enable mesh size property editingasset_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.bevel_size
(float): [Read-Write]bevel_subdivisions
(uint8): [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 classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsline_width
(float): [Read-Write]mesh_datas
(Map[int32, AvaShapeMeshData]): [Read-Write] Meshes used for the current shape sectionson_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 deactivatedpixel_size2d
(Vector2D): [Read-Write] pixel size of the mesh, will only be available in editorprimary_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!size2d
(Vector2D): [Read-Write] total size in 2D from 0 to mesh size and not originsize_type
(SizeType): [Read-Write] the type of size you want to handleuniform_scaled_size
(float): [Read-Write] Uniform scaled size of the meshuse_primary_material_everywhere
(bool): [Read-Write] use primary material for every slot availablevector
(Vector2D): [Read-Write]vertex_color
(LinearColor): [Read-Write]