unreal.DMXComponent

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

Bases: unreal.ActorComponent

C++ Source:

  • Plugin: DMXEngine
  • Module: DMXRuntime
  • File: DMXComponent.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.
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • fixture_patch (DMXEntityFixturePatchRef): [Read-Write] Fixture Patch
  • 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
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
get_fixture_patch() → DMXEntityFixturePatch

Get Fixture Patch

Returns:
Return type:DMXEntityFixturePatch
set_fixture_patch(fixture_patch) → None

Set Fixture Patch

Parameters:fixture_patch (DMXEntityFixturePatch) –