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 layout

  • actor_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 considered

  • call_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 performance

  • circle_options (CEClonerCircleLayoutOptions): [Read-Write] deprecated: Use UCEClonerCircleLayout instead

  • content_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 instead

  • data_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 default

  • default_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 instance

  • delta_step_rotation (Rotator): [Read-Write] Amount of rotation difference between one step and the next one

  • delta_step_scale (Vector): [Read-Write] Amount of scale difference between one step and the next one

  • effectors_weak (Array[CEEffectorActor]): [Read-Write] Effectors linked to this cloner

  • enable_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/disabled

  • external_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: UpdateOverlapsMethodDuringLevelStreaming

  • grid_options (CEClonerGridLayoutOptions): [Read-Write] deprecated: Use UCEClonerGridLayout instead

  • hidden (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 instead

  • ignores_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 behaviour

  • is_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 builds

  • is_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 instead

  • layout_name (Name): [Read-Write] Name of the layout to use

  • lifetime_enabled (bool): [Read-Write] Do we destroy the clones after a specific duration

  • lifetime_max (float): [Read-Write] Maximum lifetime for a clone

  • lifetime_min (float): [Read-Write] Minimum lifetime for a clone

  • lifetime_scale_enabled (bool): [Read-Write] Enable scale by lifetime

  • line_options (CEClonerLineLayoutOptions): [Read-Write] deprecated: Use UCEClonerLineLayout instead

  • mesh_cast_shadows (bool): [Read-Write] Whether clones cast shadow, disabling will result in better performance

  • mesh_facing_mode (NiagaraMeshFacingMode): [Read-Write] Mode to indicate how clones facing is determined

  • mesh_render_mode (CEClonerMeshRenderMode): [Read-Write] Indicates how we select the mesh to render on each clones

  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • net_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 load

  • net_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 replicate

  • net_update_frequency (float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • on_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 editor

  • primary_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 visible

  • range_enabled (bool): [Read-Write] Use random range transforms for each clones

  • range_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 moving

  • relevant_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 IsLevelBoundsRelevant

  • remote_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/Actors

  • replicate_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 velocity

  • replicates (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 somehow

  • runtime_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 instead

  • sample_spline_options (CEClonerSampleSplineOptions): [Read-Write] deprecated: Use UCEClonerSplineLayout instead

  • seed (int32): [Read-Write] Cloner instance seed for random deterministic patterns

  • spawn_behavior_mode (CEClonerSpawnBehaviorMode): [Read-Write] How does spawn occurs

  • spawn_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 clones

  • spawn_loop_iterations (int32): [Read-Write] Amount of spawn iterations for clones

  • spawn_loop_mode (CEClonerSpawnLoopMode): [Read-Write] How many times do we spawn clones

  • spawn_rate (float): [Read-Write] How many clones to spawn each seconds

  • sphere_options (CEClonerSphereLayoutOptions): [Read-Write] deprecated: Use UCEClonerSphereLayout instead

  • sprite_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 meshes

  • update_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:

(CEClonerLayoutBase)

bp_get_default_meshes() Array[StaticMesh]

BP Get Default Meshes

Return type:

Array[StaticMesh]

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:

(CEClonerCircleLayoutOptions)

property cylinder_options: CEClonerCylinderLayoutOptions

[Read-Write] deprecated: Use UCEClonerCylinderLayout instead

Type:

(CEClonerCylinderLayoutOptions)

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)

property enabled: bool

[Read-Write] Is this cloner enabled/disabled

Type:

(bool)

get_active_layout() CEClonerLayoutBase

Get Active Layout

Return type:

CEClonerLayoutBase

get_delta_step_enabled() bool

Get Delta Step Enabled

Return type:

bool

get_delta_step_rotation() Rotator

Get Delta Step Rotation

Return type:

Rotator

get_delta_step_scale() Vector

Get Delta Step Scale

Return type:

Vector

get_effector_count() int32

Gets the number of effectors applied on this cloner

Return type:

int32

get_enabled() bool

Get Enabled

Return type:

bool

get_invert_progress() bool

Get Invert Progress

Return type:

bool

get_layout_name() Name

Get Layout Name

Return type:

Name

get_lifetime_enabled() bool

Get Lifetime Enabled

Return type:

bool

get_lifetime_max() float

Get Lifetime Max

Return type:

float

get_lifetime_min() float

Get Lifetime Min

Return type:

float

get_lifetime_scale_enabled() bool

Get Lifetime Scale Enabled

Return type:

bool

get_mesh_cast_shadows() bool

Get Mesh Cast Shadows

Return type:

bool

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:

NiagaraMeshFacingMode

get_mesh_render_mode() CEClonerMeshRenderMode

Get Mesh Render Mode

Return type:

CEClonerMeshRenderMode

get_progress() float

Get Progress

Return type:

float

get_range_enabled() bool

Get Range Enabled

Return type:

bool

get_range_offset_max() Vector

Get Range Offset Max

Return type:

Vector

get_range_offset_min() Vector

Get Range Offset Min

Return type:

Vector

get_range_rotation_max() Rotator

Get Range Rotation Max

Return type:

Rotator

get_range_rotation_min() Rotator

Get Range Rotation Min

Return type:

Rotator

get_range_scale_max() Vector

Get Range Scale Max

Return type:

Vector

get_range_scale_min() Vector

Get Range Scale Min

Return type:

Vector

get_range_scale_uniform() bool

Get Range Scale Uniform

Return type:

bool

get_range_scale_uniform_max() float

Get Range Scale Uniform Max

Return type:

float

get_range_scale_uniform_min() float

Get Range Scale Uniform Min

Return type:

float

get_seed() int32

Get Seed

Return type:

int32

get_spawn_behavior_mode() CEClonerSpawnBehaviorMode

Get Spawn Behavior Mode

Return type:

CEClonerSpawnBehaviorMode

get_spawn_loop_interval() float

Get Spawn Loop Interval

Return type:

float

get_spawn_loop_iterations() int32

Get Spawn Loop Iterations

Return type:

int32

get_spawn_loop_mode() CEClonerSpawnLoopMode

Get Spawn Loop Mode

Return type:

CEClonerSpawnLoopMode

get_spawn_rate() float

Get Spawn Rate

Return type:

float

get_tree_update_interval() float

Get Tree Update Interval

Return type:

float

property grid_options: CEClonerGridLayoutOptions

[Read-Write] deprecated: Use UCEClonerGridLayout instead

Type:

(CEClonerGridLayoutOptions)

property honeycomb_options: CEClonerHoneycombLayoutOptions

[Read-Write] deprecated: Use UCEClonerHoneycombLayout instead

Type:

(CEClonerHoneycombLayoutOptions)

property invert_progress: bool

[Read-Write] Invert progress behaviour

Type:

(bool)

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:

(CEClonerLayout)

property layout_name: Name

[Read-Write] Name of the layout to use

Type:

(Name)

property lifetime_enabled: bool

[Read-Write] Do we destroy the clones after a specific duration

Type:

(bool)

property lifetime_max: float

[Read-Write] Maximum lifetime for a clone

Type:

(float)

property lifetime_min: float

[Read-Write] Minimum lifetime for a clone

Type:

(float)

property lifetime_scale_enabled: bool

[Read-Write] Enable scale by lifetime

Type:

(bool)

property line_options: CEClonerLineLayoutOptions

[Read-Write] deprecated: Use UCEClonerLineLayout instead

Type:

(CEClonerLineLayoutOptions)

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:

(NiagaraMeshFacingMode)

property mesh_render_mode: CEClonerMeshRenderMode

[Read-Write] Indicates how we select the mesh to render on each clones

Type:

(CEClonerMeshRenderMode)

property progress: float

[Read-Write] Changes visibility of instances based on the total count, 1.f = 100% = all instances visible

Type:

(float)

property range_enabled: bool

[Read-Write] Use random range transforms for each clones

Type:

(bool)

property range_offset_max: Vector

[Read-Write]

Type:

(Vector)

property range_offset_min: Vector

[Read-Write]

Type:

(Vector)

property range_rotation_max: Rotator

[Read-Write]

Type:

(Rotator)

property range_rotation_min: Rotator

[Read-Write]

Type:

(Rotator)

property range_scale_max: Vector

[Read-Write]

Type:

(Vector)

property range_scale_min: Vector

[Read-Write]

Type:

(Vector)

property range_scale_uniform: bool

[Read-Write]

Type:

(bool)

property range_scale_uniform_max: float

[Read-Write]

Type:

(float)

property range_scale_uniform_min: float

[Read-Write]

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:

(CEClonerSampleMeshOptions)

property sample_spline_options: CEClonerSampleSplineOptions

[Read-Write] deprecated: Use UCEClonerSplineLayout instead

Type:

(CEClonerSampleSplineOptions)

property seed: int

[Read-Write] Cloner instance seed for random deterministic patterns

Type:

(int32)

set_delta_step_enabled(enabled) None

Set Delta Step Enabled

Parameters:

enabled (bool) –

set_delta_step_rotation(rotation) None

Set Delta Step Rotation

Parameters:

rotation (Rotator) –

set_delta_step_scale(scale) None

Set Delta Step Scale

Parameters:

scale (Vector) –

set_enabled(enable) None

Set Enabled

Parameters:

enable (bool) –

set_invert_progress(invert_progress) None

Set Invert Progress

Parameters:

invert_progress (bool) –

set_layout_name(layout_name) None

Set Layout Name

Parameters:

layout_name (Name) –

set_lifetime_enabled(enabled) None

Set Lifetime Enabled

Parameters:

enabled (bool) –

set_lifetime_max(max) None

Set Lifetime Max

Parameters:

max (float) –

set_lifetime_min(min) None

Set Lifetime Min

Parameters:

min (float) –

set_lifetime_scale_enabled(enabled) None

Set Lifetime Scale Enabled

Parameters:

enabled (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_progress(progress) None

Set Progress

Parameters:

progress (float) –

set_range_enabled(range_enabled) None

Set Range Enabled

Parameters:

range_enabled (bool) –

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_seed(seed) None

Set Seed

Parameters:

seed (int32) –

set_spawn_behavior_mode(mode) None

Set Spawn Behavior Mode

Parameters:

mode (CEClonerSpawnBehaviorMode) –

set_spawn_loop_interval(interval) None

Set Spawn Loop Interval

Parameters:

interval (float) –

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) –

set_spawn_rate(rate) None

Set Spawn Rate

Parameters:

rate (float) –

set_tree_update_interval(interval) None

Set Tree Update Interval

Parameters:

interval (float) –

property spawn_behavior_mode: CEClonerSpawnBehaviorMode

[Read-Write] How does spawn occurs

Type:

(CEClonerSpawnBehaviorMode)

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:

(CEClonerSpawnLoopMode)

property spawn_rate: float

[Read-Write] How many clones to spawn each seconds

Type:

(float)

property sphere_options: CEClonerSphereLayoutOptions

[Read-Write] deprecated: Use UCEClonerSphereLayout instead

Type:

(CEClonerSphereLayoutOptions)

property tree_update_interval: float

[Read-Write] Interval to update the attachment tree and update the cloner meshes

Type:

(float)

property visualizer_sprite_visible: bool

[Read-Write] Toggle the sprite to visualize and click on this cloner

Type:

(bool)