unreal.LinearTimecodeComponent

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

Bases: SceneComponent

Implements a Linear timecode decoder.

C++ Source:

  • Plugin: LinearTimecode

  • Module: LinearTimecode

  • File: LinearTimecodeComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • 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.

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

  • drop_timecode (DropTimecode): [Read-Write]

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

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

  • media_player (MediaPlayer): [Read-Write] The media player asset associated with this component.

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • 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

  • on_timecode_change (OnTimecodeChange): [Read-Write] Called when the timecode changes

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • 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!

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

property drop_timecode: DropTimecode

[Read-Only]

Type:

(DropTimecode)

get_drop_frame_number() int32

Get the Frame Number

Returns:

Frame Number

Return type:

int32

classmethod get_drop_time_code_frame_number(timecode) int32

Convert a drop timecode into a frame number

Parameters:

timecode (DropTimecode) – Used to access the framerate, and drop flag

Returns:

frame_number (int32): returned calculated frame number

Return type:

int32

property media_player: MediaPlayer

[Read-Write] The media player asset associated with this component.

Type:

(MediaPlayer)

property on_timecode_change: OnTimecodeChange

[Read-Write] Called when the timecode changes

Type:

(OnTimecodeChange)

classmethod set_drop_timecode_frame_number(timecode, frame_number) DropTimecode

Convert frame number into a drop timecode

Parameters:
  • timecode (DropTimecode) – used to access the framerate, and drop flag

  • frame_number (int32) – Frame number to set in the returned timecode

Returns:

out_timecode (DropTimecode): Returned drop timecode

Return type:

DropTimecode