unreal.LiveLinkComponentController

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

Bases: ActorComponent

Live Link Component Controller

C++ Source:

  • Plugin: LiveLink

  • Module: LiveLinkComponents

  • File: LiveLinkComponentController.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.

  • controller_map (Map[type(Class), LiveLinkControllerBase]): [Read-Write] Instanced controllers used to control the desired role

  • disable_evaluate_live_link_when_spawnable (bool): [Read-Write] If true, will not evaluate LiveLink if the attached actor is a spawnable in Sequencer

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

  • evaluate_live_link (bool): [Read-Write] If false, will not evaluate live link, effectively pausing.

  • 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

  • on_controller_map_updated_delegate (OnControllerMapUpdatedDelegate): [Read-Write] This Event is triggered any time the controller map is updated

  • on_live_link_updated (LiveLinkTickDelegate): [Read-Write] This Event is triggered any time new LiveLink data is available, including in the editor

  • 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!

  • subject_representation (LiveLinkSubjectRepresentation): [Read-Write]

  • update_in_editor (bool): [Read-Write]

  • update_in_preview_editor (bool): [Read-Write] If true, will tick when the world is a preview (i.e Blueprint editors)

property controller_map: None

[Read-Only] Instanced controllers used to control the desired role

Type:

(Map[type(Class), LiveLinkControllerBase])

[Read-Write] If true, will not evaluate LiveLink if the attached actor is a spawnable in Sequencer

Type:

(bool)

[Read-Write] If false, will not evaluate live link, effectively pausing.

Type:

(bool)

property on_controller_map_updated_delegate: OnControllerMapUpdatedDelegate

[Read-Write] This Event is triggered any time the controller map is updated

Type:

(OnControllerMapUpdatedDelegate)

[Read-Write] This Event is triggered any time new LiveLink data is available, including in the editor

Type:

(LiveLinkTickDelegate)

property subject_representation: LiveLinkSubjectRepresentation

[Read-Write]

Type:

(LiveLinkSubjectRepresentation)