unreal.InstancedActorsComponent

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

Bases: ActorComponent

Provides Mass Entity reference and interop functions for Actors spawned via Instanced Actors on both client & server.

C++ Source:

  • Plugin: InstancedActors

  • Module: InstancedActors

  • File: InstancedActorsComponent.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

  • instance_handle (InstancedActorsInstanceHandle): [Read-Write] Handle to the instance that spawned this Instanced Actor, if this component’s Actor owner was spawned by the Instanced Actor system, invalid handle otherwise. On servers, InstanceHandle will be set in UInstancedActorsComponent::InitializeComponent (before component BeginPlay) On clients, InstanceHandle will be set after component BeginPlay.

  • 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

  • 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!

has_mass_entity() bool

Returns true if this Actor was spawned by the Instanced Actor system for a Mass Entity. On servers, MassEntityHandle will be set in UInstancedActorsComponent::InitializeComponent (before component BeginPlay) On clients, MassEntityHandle will be set after component BeginPlay, as the link between Entity <-> Actor isn’t made until both the actor has replicated to the client (recieving BeginPlay in the process) and the client Mass simulation attempts to spawn an actor itself, whereupon the replicated actor is then returned for the client spawn request.

Return type:

bool

property instance_handle: InstancedActorsInstanceHandle

[Read-Only] Handle to the instance that spawned this Instanced Actor, if this component’s Actor owner was spawned by the Instanced Actor system, invalid handle otherwise. On servers, InstanceHandle will be set in UInstancedActorsComponent::InitializeComponent (before component BeginPlay) On clients, InstanceHandle will be set after component BeginPlay.

Type:

(InstancedActorsInstanceHandle)