unreal.BuoyancyComponent

class unreal.BuoyancyComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: ActorComponent

Buoyancy Component

C++ Source:

  • Plugin: Water

  • Module: Water

  • File: BuoyancyComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • buoyancy_data (BuoyancyData): [Read-Write]

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_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 class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • on_entered_water_delegate (OnPontoonEnteredWater): [Read-Write]

  • on_exited_water_delegate (OnPontoonExitedWater): [Read-Write]

  • pontoons (Array[SphericalPontoon]): [Read-Write] deprecated: Use BuoyancyData.Pontoons instead.

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • 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!

property buoyancy_data: BuoyancyData

[Read-Only]

Type:

(BuoyancyData)

get_current_water_body_components() Array[WaterBodyComponent]

Get Current Water Body Components

Return type:

Array[WaterBodyComponent]

get_last_water_surface_info() -> (out_water_plane_location=Vector, out_water_plane_normal=Vector, out_water_surface_position=Vector, out_water_depth=float, out_water_body_idx=int32, out_water_velocity=Vector)

Get Last Water Surface Info

Returns:

out_water_plane_location (Vector):

out_water_plane_normal (Vector):

out_water_surface_position (Vector):

out_water_depth (float):

out_water_body_idx (int32):

out_water_velocity (Vector):

Return type:

tuple

is_in_water_body() bool

Is in Water Body

Return type:

bool

is_overlapping_water_body() bool

Is Overlapping Water Body

Return type:

bool

property on_entered_water_delegate: OnPontoonEnteredWater

[Read-Write]

Type:

(OnPontoonEnteredWater)

property on_exited_water_delegate: OnPontoonExitedWater

[Read-Write]

Type:

(OnPontoonExitedWater)

on_pontoon_entered_water(pontoon) None

On Pontoon Entered Water

Parameters:

pontoon (SphericalPontoon) –

on_pontoon_exited_water(pontoon) None

On Pontoon Exited Water

Parameters:

pontoon (SphericalPontoon) –

property pontoons: None

[Read-Write] deprecated: Use BuoyancyData.Pontoons instead.

Type:

(Array[SphericalPontoon])