unreal.FieldSystemMetaDataIteration

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

Bases: unreal.FieldSystemMetaData

  • UFieldSystemMetaDataIteration

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.
  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class
  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds
  • iterations (int32): [Read-Write] Iterations
  • 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] Replicates
iterations

(int32) – [Read-Write] Iterations

set_meta_data_iteration(iterations) → FieldSystemMetaDataIteration

Set Meta Data Iteration

Parameters:iterations (int32) –
Returns:
Return type:FieldSystemMetaDataIteration