unreal.ObservedComponent

class unreal.ObservedComponent(cache_name: Name = 'None', soft_component_ref: SoftComponentReference = Ellipsis, is_simulating: bool = False, playback_enabled: bool = False, usd_cache_directory: DirectoryPath = Ellipsis)

Bases: StructBase

Observed Component

C++ Source:

  • Plugin: ChaosCaching

  • Module: ChaosCaching

  • File: CacheManagerActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • cache_name (Name): [Read-Write] Unique name for the cache, used as a key into the cache collection

  • is_simulating (bool): [Read-Write] Capture of the initial state of the component before cache manager takes control.

  • playback_enabled (bool): [Read-Write] Whether this component is enabled for playback, this allow a cache to hold many component but only replay some of them.

  • soft_component_ref (SoftComponentReference): [Read-Write] The component observed by this object for either playback or recording

  • usd_cache_directory (DirectoryPath): [Read-Write] USD cache directory, if supported for this simulated structure type.

property cache_name: Name

[Read-Write] Unique name for the cache, used as a key into the cache collection

Type:

(Name)

property is_simulating: bool

[Read-Only] Capture of the initial state of the component before cache manager takes control.

Type:

(bool)

property playback_enabled: bool

[Read-Write] Whether this component is enabled for playback, this allow a cache to hold many component but only replay some of them.

Type:

(bool)

property soft_component_ref: SoftComponentReference

[Read-Write] The component observed by this object for either playback or recording

Type:

(SoftComponentReference)

property usd_cache_directory: DirectoryPath

[Read-Write] USD cache directory, if supported for this simulated structure type.

Type:

(DirectoryPath)