unreal.CEClonerActor
¶
- class unreal.CEClonerActor(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Actor
CECloner Actor
C++ Source:
Plugin: ClonerEffector
Module: ClonerEffector
File: CEClonerActor.h
Editor Properties: (see get_editor_property/set_editor_property)
active_layout
(CEClonerLayoutBase): [Read-Only] Active layoutactor_guid
(Guid): [Read-Write] The GUID for this actor; this guid will be the same for actors from instanced streaming levels. see: ActorInstanceGuid, FActorInstanceGuidMapper note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults. See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.actor_instance_guid
(Guid): [Read-Write] The instance GUID for this actor; this guid will be unique for actors from instanced streaming levels. see: ActorGuid note: This is not guaranteed to be valid during PostLoad, but safe to access from RegisterAllComponents.allow_tick_before_begin_play
(bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.always_relevant
(bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).async_physics_tick_enabled
(bool): [Read-Write] Whether to use use the async physics tick with this actor.auto_destroy_when_finished
(bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.auto_receive_input
(AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.block_input
(bool): [Read-Write] If true, all input on the stack below this actor will not be consideredcall_pre_replication
(bool): [Read-Write]call_pre_replication_for_replay
(bool): [Read-Write]can_be_damaged
(bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: TakeDamage(), ReceiveDamage()can_be_in_cluster
(bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performancecircle_options
(CEClonerCircleLayoutOptions): [Read-Write] deprecated: Use UCEClonerCircleLayout insteadcontent_bundle_guid
(Guid): [Read-Write] The GUID for this actor’s content bundle.custom_time_dilation
(float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.cylinder_options
(CEClonerCylinderLayoutOptions): [Read-Write] deprecated: Use UCEClonerCylinderLayout insteaddata_layer_assets
(Array[DataLayerAsset]): [Read-Write]data_layers
(Array[ActorDataLayer]): [Read-Only] DataLayers the actor belongs to.default_meshes
(Array[StaticMesh]): [Read-Write] When nothing is attached to the cloner, these meshes are used as defaultdefault_update_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:[/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable
Another subclass could set their default to something different, such as:
[/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming
delta_step_enabled
(bool): [Read-Write] Enable steps to add delta variation on each clone instancedelta_step_rotation
(Rotator): [Read-Write] Amount of rotation difference between one step and the next onedelta_step_scale
(Vector): [Read-Write] Amount of scale difference between one step and the next oneeffectors_weak
(Array[CEEffectorActor]): [Read-Write] Effectors linked to this clonerenable_auto_lod_generation
(bool): [Read-Write] Whether this actor should be considered or not during HLOD generation.enabled
(bool): [Read-Write] Is this cloner enabled/disabledexternal_data_layer_asset
(ExternalDataLayerAsset): [Read-Only]find_camera_component_when_view_target
(bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.generate_overlap_events_during_level_streaming
(bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaminggrid_options
(CEClonerGridLayoutOptions): [Read-Write] deprecated: Use UCEClonerGridLayout insteadhidden
(bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()hlod_layer
(HLODLayer): [Read-Write] The UHLODLayer in which this actor should be included.honeycomb_options
(CEClonerHoneycombLayoutOptions): [Read-Write] deprecated: Use UCEClonerHoneycombLayout insteadignores_origin_shifting
(bool): [Read-Write] Whether this actor should not be affected by world origin shifting.initial_life_span
(float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.input_priority
(int32): [Read-Write] The priority of this input component when pushed in to the stack.instigator
(Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.invert_progress
(bool): [Read-Write] Invert progress behaviouris_editor_only_actor
(bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked buildsis_main_world_only
(bool): [Read-Write] If checked, this Actor will only get loaded in a main world (persistent level), it will not be loaded through Level Instances.is_spatially_loaded
(bool): [Read-Write] Determine if this actor is spatially loaded when placed in a partitioned world.If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.
layers
(Array[Name]): [Read-Write] Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.layout
(CEClonerLayout): [Read-Write] Below properties are deprecated and no longer in use, they will be migrated to new layout system on load, And they will be all removed in future version deprecated: Use LayoutName insteadlayout_name
(Name): [Read-Write] Name of the layout to uselifetime_enabled
(bool): [Read-Write] Do we destroy the clones after a specific durationlifetime_max
(float): [Read-Write] Maximum lifetime for a clonelifetime_min
(float): [Read-Write] Minimum lifetime for a clonelifetime_scale_enabled
(bool): [Read-Write] Enable scale by lifetimeline_options
(CEClonerLineLayoutOptions): [Read-Write] deprecated: Use UCEClonerLineLayout insteadmesh_cast_shadows
(bool): [Read-Write] Whether clones cast shadow, disabling will result in better performancemesh_facing_mode
(NiagaraMeshFacingMode): [Read-Write] Mode to indicate how clones facing is determinedmesh_render_mode
(CEClonerMeshRenderMode): [Read-Write] Indicates how we select the mesh to render on each clonesmin_net_update_frequency
(float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequentlynet_cull_distance_squared
(float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.net_dormancy
(NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.net_load_on_client
(bool): [Read-Write] This actor will be loaded on network clients during map loadnet_priority
(float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicatenet_update_frequency
(float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTimenet_use_owner_relevancy
(bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriorityon_actor_begin_overlap
(ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_end_overlap
(ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.on_actor_hit
(ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.on_begin_cursor_over
(ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.on_clicked
(ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.on_destroyed
(ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.on_end_cursor_over
(ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.on_end_play
(ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.on_input_touch_begin
(ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.on_input_touch_end
(ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.on_input_touch_enter
(ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.on_input_touch_leave
(ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.on_released
(ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.on_take_any_damage
(TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.on_take_point_damage
(TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.on_take_radial_damage
(TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.only_relevant_to_owner
(bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.optimize_bp_component_data
(bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.physics_replication_mode
(PhysicsReplicationMode): [Read-Write] Which mode to replicate physics through for this actor. Only relevant if the actor replicates movement and has a component that simulate physics.pivot_offset
(Vector): [Read-Write] Local space pivot offset for the actor, only used in the editorprimary_actor_tick
(ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent()progress
(float): [Read-Write] Changes visibility of instances based on the total count, 1.f = 100% = all instances visiblerange_enabled
(bool): [Read-Write] Use random range transforms for each clonesrange_offset_max
(Vector): [Read-Write]range_offset_min
(Vector): [Read-Write]range_rotation_max
(Rotator): [Read-Write]range_rotation_min
(Rotator): [Read-Write]range_scale_max
(Vector): [Read-Write]range_scale_min
(Vector): [Read-Write]range_scale_uniform
(bool): [Read-Write]range_scale_uniform_max
(float): [Read-Write]range_scale_uniform_min
(float): [Read-Write]reduce_motion_ghosting
(bool): [Read-Write] Reduces the r.TSR.ShadingRejection.Flickering.Period from 3 (default) to 1 if enabled to avoid ghosting artifacts when movingrelevant_for_level_bounds
(bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevantremote_role
(NetRole): [Read-Only] Describes how much control the remote machine has over the actor.replay_rewindable
(bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.replicate_movement
(bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actorsreplicate_using_registered_sub_object_list
(bool): [Read-Write] When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.replicated_movement
(RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocityreplicates
(bool): [Read-Write] If true, this actor will replicate to remote machines see: SetReplicates()role
(NetRole): [Read-Only] Describes how much control the local machine has over the actor.root_component
(SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehowruntime_grid
(Name): [Read-Write] Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.sample_mesh_options
(CEClonerSampleMeshOptions): [Read-Write] deprecated: Use UCEClonerMeshLayout insteadsample_spline_options
(CEClonerSampleSplineOptions): [Read-Write] deprecated: Use UCEClonerSplineLayout insteadseed
(int32): [Read-Write] Cloner instance seed for random deterministic patternsspawn_behavior_mode
(CEClonerSpawnBehaviorMode): [Read-Write] How does spawn occursspawn_collision_handling_method
(SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.spawn_loop_interval
(float): [Read-Write] Interval/Duration of spawn for clonesspawn_loop_iterations
(int32): [Read-Write] Amount of spawn iterations for clonesspawn_loop_mode
(CEClonerSpawnLoopMode): [Read-Write] How many times do we spawn clonesspawn_rate
(float): [Read-Write] How many clones to spawn each secondssphere_options
(CEClonerSphereLayoutOptions): [Read-Write] deprecated: Use UCEClonerSphereLayout insteadsprite_scale
(float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing.tree_update_interval
(float): [Read-Write] Interval to update the attachment tree and update the cloner meshesupdate_overlaps_method_during_level_streaming
(ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()
visualizer_sprite_visible
(bool): [Read-Write] Toggle the sprite to visualize and click on this cloner
- property active_layout: CEClonerLayoutBase¶
[Read-Only] Active layout
- Type:
- bp_get_default_meshes() Array[StaticMesh] ¶
BP Get Default Meshes
- Return type:
- bp_set_default_meshes(meshes) None ¶
BP Set Default Meshes
- Parameters:
meshes (Array[StaticMesh]) –
- property circle_options: CEClonerCircleLayoutOptions¶
[Read-Write] deprecated: Use UCEClonerCircleLayout instead
- Type:
- property cylinder_options: CEClonerCylinderLayoutOptions¶
[Read-Write] deprecated: Use UCEClonerCylinderLayout instead
- Type:
- property default_meshes: None¶
[Read-Write] When nothing is attached to the cloner, these meshes are used as default
- Type:
(Array[StaticMesh])
- property delta_step_enabled: bool¶
[Read-Write] Enable steps to add delta variation on each clone instance
- Type:
(bool)
- property delta_step_rotation: Rotator¶
[Read-Write] Amount of rotation difference between one step and the next one
- Type:
(Rotator)
- property delta_step_scale: Vector¶
[Read-Write] Amount of scale difference between one step and the next one
- Type:
(Vector)
- get_active_layout() CEClonerLayoutBase ¶
Get Active Layout
- Return type:
- get_effector_count() int32 ¶
Gets the number of effectors applied on this cloner
- Return type:
int32
- get_mesh_count() int32 ¶
Returns the number of meshes this cloner currently handles
- Return type:
int32
- get_mesh_facing_mode() NiagaraMeshFacingMode ¶
Get Mesh Facing Mode
- Return type:
- get_mesh_render_mode() CEClonerMeshRenderMode ¶
Get Mesh Render Mode
- Return type:
- get_seed() int32 ¶
Get Seed
- Return type:
int32
- get_spawn_behavior_mode() CEClonerSpawnBehaviorMode ¶
Get Spawn Behavior Mode
- Return type:
- get_spawn_loop_iterations() int32 ¶
Get Spawn Loop Iterations
- Return type:
int32
- get_spawn_loop_mode() CEClonerSpawnLoopMode ¶
Get Spawn Loop Mode
- Return type:
- property grid_options: CEClonerGridLayoutOptions¶
[Read-Write] deprecated: Use UCEClonerGridLayout instead
- Type:
- property honeycomb_options: CEClonerHoneycombLayoutOptions¶
[Read-Write] deprecated: Use UCEClonerHoneycombLayout instead
- Type:
- property layout: CEClonerLayout¶
[Read-Write] Below properties are deprecated and no longer in use, they will be migrated to new layout system on load, And they will be all removed in future version deprecated: Use LayoutName instead
- Type:
- property lifetime_enabled: bool¶
[Read-Write] Do we destroy the clones after a specific duration
- Type:
(bool)
- property line_options: CEClonerLineLayoutOptions¶
[Read-Write] deprecated: Use UCEClonerLineLayout instead
- Type:
- property mesh_cast_shadows: bool¶
[Read-Write] Whether clones cast shadow, disabling will result in better performance
- Type:
(bool)
- property mesh_facing_mode: NiagaraMeshFacingMode¶
[Read-Write] Mode to indicate how clones facing is determined
- Type:
- property mesh_render_mode: CEClonerMeshRenderMode¶
[Read-Write] Indicates how we select the mesh to render on each clones
- Type:
- property progress: float¶
[Read-Write] Changes visibility of instances based on the total count, 1.f = 100% = all instances visible
- Type:
(float)
- property reduce_motion_ghosting: bool¶
[Read-Write] Reduces the r.TSR.ShadingRejection.Flickering.Period from 3 (default) to 1 if enabled to avoid ghosting artifacts when moving
- Type:
(bool)
- property sample_mesh_options: CEClonerSampleMeshOptions¶
[Read-Write] deprecated: Use UCEClonerMeshLayout instead
- Type:
- property sample_spline_options: CEClonerSampleSplineOptions¶
[Read-Write] deprecated: Use UCEClonerSplineLayout instead
- Type:
- property seed: int¶
[Read-Write] Cloner instance seed for random deterministic patterns
- Type:
(int32)
- set_invert_progress(invert_progress) None ¶
Set Invert Progress
- Parameters:
invert_progress (bool) –
- set_mesh_cast_shadows(inb_cast_shadows) None ¶
Set Mesh Cast Shadows
- Parameters:
inb_cast_shadows (bool) –
- set_mesh_facing_mode(mode) None ¶
Set Mesh Facing Mode
- Parameters:
mode (NiagaraMeshFacingMode) –
- set_mesh_render_mode(mode) None ¶
Set Mesh Render Mode
- Parameters:
mode (CEClonerMeshRenderMode) –
- set_range_offset_max(range_offset_max) None ¶
Set Range Offset Max
- Parameters:
range_offset_max (Vector) –
- set_range_offset_min(range_offset_min) None ¶
Set Range Offset Min
- Parameters:
range_offset_min (Vector) –
- set_range_rotation_max(range_rotation_max) None ¶
Set Range Rotation Max
- Parameters:
range_rotation_max (Rotator) –
- set_range_rotation_min(range_rotation_min) None ¶
Set Range Rotation Min
- Parameters:
range_rotation_min (Rotator) –
- set_range_scale_max(range_scale_max) None ¶
Set Range Scale Max
- Parameters:
range_scale_max (Vector) –
- set_range_scale_min(range_scale_min) None ¶
Set Range Scale Min
- Parameters:
range_scale_min (Vector) –
- set_range_scale_uniform(range_scale_uniform) None ¶
Set Range Scale Uniform
- Parameters:
range_scale_uniform (bool) –
- set_range_scale_uniform_max(range_scale_uniform_max) None ¶
Set Range Scale Uniform Max
- Parameters:
range_scale_uniform_max (float) –
- set_range_scale_uniform_min(range_scale_uniform_min) None ¶
Set Range Scale Uniform Min
- Parameters:
range_scale_uniform_min (float) –
- set_spawn_behavior_mode(mode) None ¶
Set Spawn Behavior Mode
- Parameters:
mode (CEClonerSpawnBehaviorMode) –
- set_spawn_loop_iterations(iterations) None ¶
Set Spawn Loop Iterations
- Parameters:
iterations (int32) –
- set_spawn_loop_mode(mode) None ¶
Set Spawn Loop Mode
- Parameters:
mode (CEClonerSpawnLoopMode) –
- property spawn_behavior_mode: CEClonerSpawnBehaviorMode¶
[Read-Write] How does spawn occurs
- Type:
- property spawn_loop_interval: float¶
[Read-Write] Interval/Duration of spawn for clones
- Type:
(float)
- property spawn_loop_iterations: int¶
[Read-Write] Amount of spawn iterations for clones
- Type:
(int32)
- property spawn_loop_mode: CEClonerSpawnLoopMode¶
[Read-Write] How many times do we spawn clones
- Type:
- property sphere_options: CEClonerSphereLayoutOptions¶
[Read-Write] deprecated: Use UCEClonerSphereLayout instead
- Type: