unreal.PerformerComponent
¶
- class unreal.PerformerComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
Performer Component
C++ Source:
Plugin: PerformanceCaptureCore
Module: PerformanceCaptureCore
File: PerformerComponent.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.controlled_skeletal_mesh
(ComponentReference): [Read-Write] The Skeletal Mesh driven by the LiveLink subject. Skeleton mush be compatible with the LiveLink subject’s bone hierarchy.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classevaluate_animation
(bool): [Read-Write] Evaluate LiveLink animation. Set to false to pause animation.force_other_meshes_to_follow_controlled_mesh
(bool): [Read-Write] Force all other skeletal meshes in the Owner Actor to follow the pose of the Controlled Skeletal Mesh.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!subject_name
(LiveLinkSubjectName): [Read-Write] LiveLink Subject Name. Must have the Animation Role Type.
- property controlled_skeletal_mesh: ComponentReference¶
[Read-Write] The Skeletal Mesh driven by the LiveLink subject. Skeleton mush be compatible with the LiveLink subject’s bone hierarchy.
- Type:
- property evaluate_animation: bool¶
[Read-Write] Evaluate LiveLink animation. Set to false to pause animation.
- Type:
(bool)
- property force_other_meshes_to_follow_controlled_mesh: bool¶
[Read-Write] Force all other skeletal meshes in the Owner Actor to follow the pose of the Controlled Skeletal Mesh.
- Type:
(bool)
- get_evaluate_live_link_data() bool ¶
Get the LiveLink Subject Name. Subject must have the Animation Role Type.
- Returns:
bool Is LiveLink data being evaluated.
- Return type:
- get_live_link_subject() LiveLinkSubjectName ¶
Get the LiveLink Subject Name.
- Returns:
FLiveLinkSubjectName Current LiveLink Subject.
- Return type:
- set_evaluate_live_link_data(evaluate_link_link) None ¶
Set the LiveLink data to update the Skeletal Mesh pose.
- Parameters:
evaluate_link_link (bool) – Drive or pause the Skeletal Mesh from LiveLink Subject data.
- set_live_link_subject(subject) None ¶
Set the LiveLink Subject Name. Subject must have the Animation Role Type.
- Parameters:
subject (LiveLinkSubjectName) – New LiveLink Subject.
- property subject_name: LiveLinkSubjectName¶
[Read-Write] LiveLink Subject Name. Must have the Animation Role Type.
- Type: