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 componentasset_user_data_editor_only
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_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 navigationcomponent_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 classinstance_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 buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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:
- 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: