unreal.LiveLinkDrivenComponent
¶
- class unreal.LiveLinkDrivenComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
A component that applies data from Live Link to the owning actor
C++ Source:
Plugin: LiveLink
Module: LiveLink
File: LiveLinkDrivenComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
actor_transform_bone
(Name): [Read-Write] The name of the bone to drive the actors transform with (if None then we will take the first bone)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.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 buildsmodify_actor_transform
(bool): [Read-Write] Should the actors transform be driven by live linkon_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 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!set_relative_location
(bool): [Read-Write] Should the transform from live link be treated as relative or world spacesubject_name
(LiveLinkSubjectName): [Read-Write] The name of the live link subject to take data from