unreal.DMXFixtureComponent

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

Bases: ActorComponent

DMXFixture Component

C++ Source:

  • Plugin: DMXFixtures

  • Module: DMXFixtures

  • File: DMXFixtureComponent.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

  • asset_user_data_editor_only (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

  • interpolation_scale (float): [Read-Write] The scale of the interpolation speed. Faster when > 1, slower when < 1

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

  • is_enabled (bool): [Read-Write] If used within a DMX Fixture Actor or Fixture Matrix Actor, the component only receives data when set to true. Else needs be implemented in blueprints.

  • 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

  • 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!

  • skip_threshold (float): [Read-Write] Value changes smaller than this threshold are ignored

  • use_interpolation (bool): [Read-Write] If used within a DMX Fixture Actor or Fixture Matrix Actor, the plugin interpolates towards the last set value.

get_parent_fixture_actor() DMXFixtureActor

If attached to a DMX Fixture Actor, returns the parent fixture actor.

Return type:

DMXFixtureActor

get_supported_dmx_attributes() Array[Name]

Should be implemented to let other objects (e.g. datasmith) know which attributes the component can handle

Returns:

out_attribute_names (Array[Name]):

Return type:

Array[Name]

get_texture_center_colors(texture_atlas, num_textures, update_texture_resource=True) Array[LinearColor]

Reads pixel color in the middle of each “Texture” and output linear colors. Note, this function locks the GPU to read the color and is slow to call, even if Update TextureResource is not enabled.

Parameters:
  • texture_atlas (Texture2D) –

  • num_textures (int32) –

  • update_texture_resource (bool) –

Return type:

Array[LinearColor]

initialize_component() None

Called to initialize the component in blueprints

interpolate_component(delta_seconds) None

Called each tick when interpolation is enabled, to calculate the next value

Parameters:

delta_seconds (float) –