unreal.CullingField

class unreal.CullingField(outer=None, name='None')

Bases: unreal.FieldNodeBase

UCullingField

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
  • 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] Field
  • 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] Operation
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • replicates (bool): [Read-Write] Replicates
culling

(FieldNodeBase) – [Read-Write] Culling

field

(FieldNodeBase) – [Read-Write] Field

operation

(FieldCullingOperationType) – [Read-Write] Operation

set_culling_field(culling, field, operation) → CullingField

Set Culling Field

Parameters:
Returns:

Return type:

CullingField