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 collectionis_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 recordingusd_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:
- property usd_cache_directory: DirectoryPath¶
[Read-Write] USD cache directory, if supported for this simulated structure type.
- Type: