unreal.CullingField

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

Bases: FieldNodeBase

Evaluate the input field according to the result of the culling field

C++ Source:

  • Module: FieldSystemEngine

  • File: FieldSystemObjects.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.

  • 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.

  • culling (FieldNodeBase): [Read-Write] Culling field to be used

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • field (FieldNodeBase): [Read-Write] Input field that will be evaluated according to the culling field result

  • 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

  • operation (FieldCullingOperationType): [Read-Write] Evaluate the input field if the result of the culling field is equal to 0 (Inside) or different from 0 (Outside)

  • 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 culling: FieldNodeBase

[Read-Write] Culling field to be used

Type:

(FieldNodeBase)

property field: FieldNodeBase

[Read-Write] Input field that will be evaluated according to the culling field result

Type:

(FieldNodeBase)

property operation: FieldCullingOperationType

[Read-Write] Evaluate the input field if the result of the culling field is equal to 0 (Inside) or different from 0 (Outside)

Type:

(FieldCullingOperationType)

set_culling_field(culling, field, operation) CullingField

Evaluate the input field according to the result of the culling field.

Parameters:
  • culling (FieldNodeBase) – Culling field to be used.

  • field (FieldNodeBase) – Input field that will be evaluated according to the culling field result.

  • operation (FieldCullingOperationType) – Evaluate the input field if the result of the culling field is equal to 0 (Inside) or different from 0 (Outside).

Return type:

CullingField