unreal.LiveLinkComponentController
¶
- class unreal.LiveLinkComponentController(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
Live Link Component Controller
C++ Source:
Plugin: LiveLink
Module: LiveLinkComponents
File: LiveLinkComponentController.h
Editor Properties: (see get_editor_property/set_editor_property)
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 navigationcomponent_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.controller_map
(Map[type(Class), LiveLinkControllerBase]): [Read-Write] Instanced controllers used to control the desired roledisable_evaluate_live_link_when_spawnable
(bool): [Read-Write] If true, will not evaluate LiveLink if the attached actor is a spawnable in Sequencereditable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classevaluate_live_link
(bool): [Read-Write] If false, will not evaluate live link, effectively pausing.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 deactivatedon_controller_map_updated_delegate
(OnControllerMapUpdatedDelegate): [Read-Write] This Event is triggered any time the controller map is updatedon_live_link_updated
(LiveLinkTickDelegate): [Read-Write] This Event is triggered any time new LiveLink data is available, including in the 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!subject_representation
(LiveLinkSubjectRepresentation): [Read-Write]update_in_editor
(bool): [Read-Write]update_in_preview_editor
(bool): [Read-Write] If true, will tick when the world is a preview (i.e Blueprint editors)
- property controller_map: None¶
[Read-Only] Instanced controllers used to control the desired role
- Type:
- property disable_evaluate_live_link_when_spawnable: bool¶
[Read-Write] If true, will not evaluate LiveLink if the attached actor is a spawnable in Sequencer
- Type:
(bool)
- property evaluate_live_link: bool¶
[Read-Write] If false, will not evaluate live link, effectively pausing.
- Type:
(bool)
- property on_controller_map_updated_delegate: OnControllerMapUpdatedDelegate¶
[Read-Write] This Event is triggered any time the controller map is updated
- Type:
- property on_live_link_updated: LiveLinkTickDelegate¶
[Read-Write] This Event is triggered any time new LiveLink data is available, including in the editor
- Type:
- property subject_representation: LiveLinkSubjectRepresentation¶
[Read-Write]
- Type: