unreal.SystemLibrary
¶
- class unreal.SystemLibrary(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibrary
Kismet System Library
C++ Source:
Module: Engine
File: KismetSystemLibrary.h
- classmethod add_float_history_sample(value, float_history) DebugFloatHistory ¶
Add Float History Sample
- Parameters:
value (float) –
float_history (DebugFloatHistory) –
- Return type:
- classmethod begin_transaction(context, description, primary_object) int32 ¶
Begin a new undo transaction. An undo transaction is defined as all actions which take place when the user selects “undo” a single time. note: If there is already an active transaction in progress, then this increments that transaction’s action counter instead of beginning a new transaction. note: You must call TransactObject before modifying each object that should be included in this undo transaction. note: Only available in the editor.
- Parameters:
context (str) – The context for the undo session. Typically the tool/editor that caused the undo operation.
description (Text) – The description for the undo session. This is the text that will appear in the “Edit” menu next to the Undo item.
primary_object (Object) – The primary object that the undo session operators on (can be null, and mostly is).
- Returns:
The number of active actions when BeginTransaction was called (values greater than 0 indicate that there was already an existing undo transaction in progress), or -1 on failure.
- Return type:
int32
- classmethod box_overlap_actors(world_context_object, box_pos, box_extent, object_types, actor_class_filter, actors_to_ignore) Array[Actor] or None ¶
Returns an array of actors that overlap the given axis-aligned box.
- Parameters:
- Returns:
true if there was an overlap that passed the filters, false otherwise.
out_actors (Array[Actor]): Returned array of actors. Unsorted.
- Return type:
- classmethod box_overlap_actors_new(world_context_object: Object, box_pos: Vector, box_extent: Vector, object_types: None, actor_class_filter: Class, actors_to_ignore: None) None ¶
deprecated: ‘box_overlap_actors_new’ was renamed to ‘box_overlap_actors’.
- classmethod box_overlap_components(world_context_object, box_pos, extent, object_types, component_class_filter, actors_to_ignore) Array[PrimitiveComponent] or None ¶
Returns an array of components that overlap the given axis-aligned box.
- Parameters:
- Returns:
true if there was an overlap that passed the filters, false otherwise.
out_components (Array[PrimitiveComponent]):
- Return type:
Array[PrimitiveComponent] or None
- classmethod box_overlap_components_new(world_context_object: Object, box_pos: Vector, extent: Vector, object_types: None, component_class_filter: Class, actors_to_ignore: None) None ¶
deprecated: ‘box_overlap_components_new’ was renamed to ‘box_overlap_components’.
- classmethod box_trace_multi(world_context_object, start, end, half_size, orientation, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) Array[HitResult] or None ¶
Sweeps a box along the given line and returns all hits encountered. This trace finds the objects that RESPONDS to the given TraceChannel
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
half_size (Vector) – Distance from the center of box along each axis
orientation (Rotator) – Orientation of the box
trace_channel (TraceTypeQuery) –
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a blocking hit, false otherwise.
out_hits (Array[HitResult]): A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
- Return type:
- classmethod box_trace_multi_by_profile(world_context_object, start, end, half_size, orientation, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) Array[HitResult] or None ¶
Sweep a box against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
half_size (Vector) – Distance from the center of box along each axis
orientation (Rotator) – Orientation of the box
profile_name (Name) – The ‘profile’ used to determine which components to hit
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a blocking hit, false otherwise.
out_hits (Array[HitResult]): A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
- Return type:
- classmethod box_trace_multi_for_objects(world_context_object, start, end, half_size, orientation, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) Array[HitResult] or None ¶
Sweeps a box along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
half_size (Vector) – Radius of the sphere to sweep
orientation (Rotator) –
object_types (Array[ObjectTypeQuery]) – Array of Object Types to trace
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hits (Array[HitResult]): A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
- Return type:
- classmethod box_trace_single(world_context_object, start, end, half_size, orientation, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) HitResult or None ¶
Sweeps a box along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
half_size (Vector) – Distance from the center of box along each axis
orientation (Rotator) – Orientation of the box
trace_channel (TraceTypeQuery) –
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hit (HitResult): Properties of the trace hit.
- Return type:
HitResult or None
- classmethod box_trace_single_by_profile(world_context_object, start, end, half_size, orientation, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) HitResult or None ¶
Sweep a box against the world and return the first blocking hit using a specific profile
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
half_size (Vector) – Distance from the center of box along each axis
orientation (Rotator) – Orientation of the box
profile_name (Name) – The ‘profile’ used to determine which components to hit
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hit (HitResult): Properties of the trace hit.
- Return type:
HitResult or None
- classmethod box_trace_single_for_objects(world_context_object, start, end, half_size, orientation, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) HitResult or None ¶
Sweeps a box along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
half_size (Vector) – Radius of the sphere to sweep
orientation (Rotator) –
object_types (Array[ObjectTypeQuery]) – Array of Object Types to trace
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hit (HitResult): Properties of the trace hit.
- Return type:
HitResult or None
- classmethod cancel_transaction(index) None ¶
Cancel the current transaction, and no longer capture actions to be placed in the undo buffer. note: Only available in the editor.
- Parameters:
index (int32) – The action counter to cancel transactions from (as returned by a call to BeginTransaction).
- classmethod capsule_overlap_actors(world_context_object, capsule_pos, radius, half_height, object_types, actor_class_filter, actors_to_ignore) Array[Actor] or None ¶
Returns an array of actors that overlap the given capsule.
- Parameters:
world_context_object (Object) –
capsule_pos (Vector) – Center of the capsule.
radius (float) – Radius of capsule hemispheres and radius of center cylinder portion.
half_height (float) – Half-height of the capsule (from center of capsule to tip of hemisphere.
object_types (Array[ObjectTypeQuery]) –
actors_to_ignore (Array[Actor]) – Ignore these actors in the list
- Returns:
true if there was an overlap that passed the filters, false otherwise.
out_actors (Array[Actor]): Returned array of actors. Unsorted.
- Return type:
- classmethod capsule_overlap_actors_new(world_context_object: Object, capsule_pos: Vector, radius: float, half_height: float, object_types: None, actor_class_filter: Class, actors_to_ignore: None) None ¶
deprecated: ‘capsule_overlap_actors_new’ was renamed to ‘capsule_overlap_actors’.
- classmethod capsule_overlap_components(world_context_object, capsule_pos, radius, half_height, object_types, component_class_filter, actors_to_ignore) Array[PrimitiveComponent] or None ¶
Returns an array of components that overlap the given capsule.
- Parameters:
world_context_object (Object) –
capsule_pos (Vector) – Center of the capsule.
radius (float) – Radius of capsule hemispheres and radius of center cylinder portion.
half_height (float) – Half-height of the capsule (from center of capsule to tip of hemisphere.
object_types (Array[ObjectTypeQuery]) –
actors_to_ignore (Array[Actor]) – Ignore these actors in the list
- Returns:
true if there was an overlap that passed the filters, false otherwise.
out_components (Array[PrimitiveComponent]):
- Return type:
Array[PrimitiveComponent] or None
- classmethod capsule_overlap_components_new(world_context_object: Object, capsule_pos: Vector, radius: float, half_height: float, object_types: None, component_class_filter: Class, actors_to_ignore: None) None ¶
deprecated: ‘capsule_overlap_components_new’ was renamed to ‘capsule_overlap_components’.
- classmethod capsule_trace_multi(world_context_object, start, end, radius, half_height, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) Array[HitResult] or None ¶
Sweeps a capsule along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
radius (float) – Radius of the capsule to sweep
half_height (float) – Distance from center of capsule to tip of hemisphere endcap.
trace_channel (TraceTypeQuery) –
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a blocking hit, false otherwise.
out_hits (Array[HitResult]): A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
- Return type:
- classmethod capsule_trace_multi_by_profile(world_context_object, start, end, radius, half_height, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) Array[HitResult] or None ¶
Sweep a capsule against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
radius (float) – Radius of the capsule to sweep
half_height (float) – Distance from center of capsule to tip of hemisphere endcap.
profile_name (Name) – The ‘profile’ used to determine which components to hit
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a blocking hit, false otherwise.
out_hits (Array[HitResult]): A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
- Return type:
- classmethod capsule_trace_multi_for_objects(world_context_object, start, end, radius, half_height, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) Array[HitResult] or None ¶
Sweeps a capsule along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
radius (float) – Radius of the capsule to sweep
half_height (float) – Distance from center of capsule to tip of hemisphere endcap.
object_types (Array[ObjectTypeQuery]) – Array of Object Types to trace
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hits (Array[HitResult]): A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
- Return type:
- classmethod capsule_trace_multi_new(world_context_object: Object, start: Vector, end: Vector, radius: float, half_height: float, trace_channel: TraceTypeQuery, trace_complex: bool, actors_to_ignore: None, draw_debug_type: DrawDebugTrace, ignore_self: bool = True, trace_color: LinearColor = Ellipsis, trace_hit_color: LinearColor = Ellipsis, draw_time: float = 5.0) None ¶
deprecated: ‘capsule_trace_multi_new’ was renamed to ‘capsule_trace_multi’.
- classmethod capsule_trace_single(world_context_object, start, end, radius, half_height, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) HitResult or None ¶
Sweeps a capsule along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPOND to the given TraceChannel
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
radius (float) – Radius of the capsule to sweep
half_height (float) – Distance from center of capsule to tip of hemisphere endcap.
trace_channel (TraceTypeQuery) –
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hit (HitResult): Properties of the trace hit.
- Return type:
HitResult or None
- classmethod capsule_trace_single_by_profile(world_context_object, start, end, radius, half_height, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) HitResult or None ¶
Sweep a capsule against the world and return the first blocking hit using a specific profile
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
radius (float) – Radius of the capsule to sweep
half_height (float) – Distance from center of capsule to tip of hemisphere endcap.
profile_name (Name) – The ‘profile’ used to determine which components to hit
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hit (HitResult): Properties of the trace hit.
- Return type:
HitResult or None
- classmethod capsule_trace_single_for_objects(world_context_object, start, end, radius, half_height, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) HitResult or None ¶
Sweeps a capsule along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
radius (float) – Radius of the capsule to sweep
half_height (float) – Distance from center of capsule to tip of hemisphere endcap.
object_types (Array[ObjectTypeQuery]) – Array of Object Types to trace
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hit (HitResult): Properties of the trace hit.
- Return type:
HitResult or None
- classmethod capsule_trace_single_new(world_context_object: Object, start: Vector, end: Vector, radius: float, half_height: float, trace_channel: TraceTypeQuery, trace_complex: bool, actors_to_ignore: None, draw_debug_type: DrawDebugTrace, ignore_self: bool = True, trace_color: LinearColor = Ellipsis, trace_hit_color: LinearColor = Ellipsis, draw_time: float = 5.0) HitResult | None ¶
deprecated: ‘capsule_trace_single_new’ was renamed to ‘capsule_trace_single’.
- classmethod clear_and_invalidate_timer_handle(world_context_object, handle) TimerHandle ¶
Clears a set timer.
- Parameters:
world_context_object (Object) –
handle (TimerHandle) – The handle of the timer to clear.
- Returns:
handle (TimerHandle): The handle of the timer to clear.
- Return type:
- classmethod clear_timer_delegate(delegate) None ¶
Clears a set timer. deprecated: Use Clear Timer by Handle
- Parameters:
delegate (TimerDynamicDelegate) –
- classmethod clear_timer_handle(world_context_object, handle) None ¶
Clears a set timer. deprecated: Use Clear and Invalidate Timer by Handle. Note: you no longer need to reset your handle yourself after switching to the new function.
- Parameters:
world_context_object (Object) –
handle (TimerHandle) – The handle of the timer to clear.
- classmethod collect_garbage() None ¶
Deletes all unreferenced objects, keeping only referenced objects (this command will be queued and happen at the end of the frame) Note: This can be a slow operation, and should only be performed where a hitch would be acceptable
- classmethod component_overlap_actors(component, component_transform, object_types, actor_class_filter, actors_to_ignore) Array[Actor] or None ¶
Returns an array of actors that overlap the given component.
- Parameters:
component (PrimitiveComponent) – Component to test with.
component_transform (Transform) – Defines where to place the component for overlap testing.
object_types (Array[ObjectTypeQuery]) –
actors_to_ignore (Array[Actor]) – Ignore these actors in the list
- Returns:
true if there was an overlap that passed the filters, false otherwise.
out_actors (Array[Actor]): Returned array of actors. Unsorted.
- Return type:
- classmethod component_overlap_actors_new(component: PrimitiveComponent, component_transform: Transform, object_types: None, actor_class_filter: Class, actors_to_ignore: None) None ¶
deprecated: ‘component_overlap_actors_new’ was renamed to ‘component_overlap_actors’.
- classmethod component_overlap_components(component, component_transform, object_types, component_class_filter, actors_to_ignore) Array[PrimitiveComponent] or None ¶
Returns an array of components that overlap the given component.
- Parameters:
component (PrimitiveComponent) – Component to test with.
component_transform (Transform) – Defines where to place the component for overlap testing.
object_types (Array[ObjectTypeQuery]) –
actors_to_ignore (Array[Actor]) – Ignore these actors in the list
- Returns:
true if there was an overlap that passed the filters, false otherwise.
out_components (Array[PrimitiveComponent]):
- Return type:
Array[PrimitiveComponent] or None
- classmethod component_overlap_components_new(component: PrimitiveComponent, component_transform: Transform, object_types: None, component_class_filter: Class, actors_to_ignore: None) None ¶
deprecated: ‘component_overlap_components_new’ was renamed to ‘component_overlap_components’.
- classmethod control_screensaver(allow_screen_saver) None ¶
Allows or inhibits screensaver
- Parameters:
allow_screen_saver (bool) – If false, don’t allow screensaver if possible, otherwise allow default behavior
- classmethod conv_component_reference_to_soft_component_reference(component_reference) SoftComponentReference ¶
Conv Component Reference to Soft Component Reference
- Parameters:
component_reference (ComponentReference) –
- Return type:
- classmethod conv_interface_to_object(interface) Object ¶
Converts an interface instance into an object
- classmethod conv_object_to_class(object, class_)¶
Casts from an object to a class, this will only work if the object is already a class
- classmethod conv_primary_asset_id_to_string(primary_asset_id) str ¶
Converts a Primary Asset Id to a string. The other direction is not provided because it cannot be validated
- Parameters:
primary_asset_id (PrimaryAssetId) –
- Return type:
- classmethod conv_primary_asset_type_to_string(primary_asset_type) str ¶
Converts a Primary Asset Type to a string. The other direction is not provided because it cannot be validated
- Parameters:
primary_asset_type (PrimaryAssetType) –
- Return type:
- classmethod conv_soft_class_path_to_soft_class_ref(soft_class_path) Class ¶
Converts a Soft Class Path into a base Soft Class Reference, this is not guaranteed to be resolvable
- Parameters:
soft_class_path (SoftClassPath) –
- Return type:
- classmethod conv_soft_class_reference_to_string(soft_class_reference) str ¶
Converts a Soft Class Reference to a path string
- classmethod conv_soft_obj_path_to_soft_obj_ref(soft_object_path) Object ¶
Converts a Soft Object Path into a base Soft Object Reference, this is not guaranteed to be resolvable
- Parameters:
soft_object_path (SoftObjectPath) –
- Return type:
- classmethod conv_soft_obj_ref_to_soft_class_path(soft_class_reference) SoftClassPath ¶
Converts a Soft Class Reference into a Soft Class Path (which can be used like a Soft Object Path)
- Parameters:
soft_class_reference (Class) –
- Return type:
- classmethod conv_soft_obj_ref_to_soft_obj_path(soft_object_reference) SoftObjectPath ¶
Converts a Soft Object Reference into a Soft Object Path
- Parameters:
soft_object_reference (Object) –
- Return type:
- classmethod conv_soft_object_reference_to_string(soft_object_reference) str ¶
Converts a Soft Object Reference to a path string
- classmethod convert_to_absolute_path(filename) str ¶
Converts passed in filename to use a absolute path
- classmethod convert_to_relative_path(filename) str ¶
Converts passed in filename to use a relative path
- classmethod create_copy_for_undo_buffer(object_to_modify) None ¶
Mark as modified.
- Parameters:
object_to_modify (Object) –
- classmethod delay(world_context_object, duration=0.200000, latent_info) None ¶
Perform a latent action with a delay (specified in seconds). Calling again while it is counting down will be ignored.
- Parameters:
world_context_object (Object) –
duration (float) – length of delay (in seconds).
latent_info (LatentActionInfo) – The latent action.
- classmethod delay_until_next_tick(world_context_object, latent_info) None ¶
Perform a latent action with a delay of one tick. Calling again while it is counting down will be ignored.
- Parameters:
world_context_object (Object) –
latent_info (LatentActionInfo) – The latent action.
- classmethod does_class_implement_interface(test_class, interface) bool ¶
Checks if the given class implements a specific interface, works for both native and blueprint interfacse
- classmethod does_implement_interface(test_object, interface) bool ¶
Checks if the given object implements a specific interface, works for both native and blueprint interfacse
- classmethod draw_debug_arrow(world_context_object, line_start, line_end, arrow_size, line_color, duration=0.000000, thickness=0.000000) None ¶
Draw directional arrow, pointing from LineStart to LineEnd.
- classmethod draw_debug_box(world_context_object, center, extent, line_color, rotation=[0.000000, 0.000000, 0.000000], duration=0.000000, thickness=0.000000) None ¶
Draw a debug box
- classmethod draw_debug_camera(camera_actor, camera_color=[1.000000, 1.000000, 1.000000, 1.000000], duration=0.000000) None ¶
Draw a debug camera shape.
- Parameters:
camera_actor (CameraActor) –
camera_color (LinearColor) –
duration (float) –
- classmethod draw_debug_capsule(world_context_object, center, half_height, radius, rotation, line_color=[1.000000, 1.000000, 1.000000, 1.000000], duration=0.000000, thickness=0.000000) None ¶
Draw a debug capsule
- classmethod draw_debug_circle(world_context_object, center, radius, num_segments=12, line_color=[1.000000, 1.000000, 1.000000, 1.000000], duration=0.000000, thickness=0.000000, y_axis=[0.000000, 1.000000, 0.000000], z_axis=[0.000000, 0.000000, 1.000000], draw_axis=False) None ¶
Draw a debug circle!
- classmethod draw_debug_cone(world_context_object, origin, direction, length, angle_width, angle_height, num_sides, line_color, duration=0.000000, thickness=0.000000) None ¶
Draw a debug cone deprecated: DrawDebugCone has been changed to use degrees for angles instead of radians. Place a new DrawDebugCone node and pass your angles as degrees.
- classmethod draw_debug_cone_in_degrees(world_context_object, origin, direction, length=100.000000, angle_width=45.000000, angle_height=45.000000, num_sides=12, line_color=[1.000000, 1.000000, 1.000000, 1.000000], duration=0.000000, thickness=0.000000) None ¶
Draw a debug cone Angles are specified in degrees
- classmethod draw_debug_coordinate_system(world_context_object, axis_loc, axis_rot, scale=1.000000, duration=0.000000, thickness=0.000000) None ¶
Draw a debug coordinate system.
- classmethod draw_debug_cylinder(world_context_object, start, end, radius=100.000000, segments=12, line_color=[1.000000, 1.000000, 1.000000, 1.000000], duration=0.000000, thickness=0.000000) None ¶
Draw a debug cylinder
- classmethod draw_debug_float_history_location(world_context_object, float_history, draw_location, draw_size, draw_color=[1.000000, 1.000000, 1.000000, 1.000000], duration=0.000000) None ¶
Draws a 2D Histogram of size ‘DrawSize’ based FDebugFloatHistory struct, using DrawLocation for the location in the world, rotation will face camera of first player.
- Parameters:
world_context_object (Object) –
float_history (DebugFloatHistory) –
draw_location (Vector) –
draw_size (Vector2D) –
draw_color (LinearColor) –
duration (float) –
- classmethod draw_debug_float_history_transform(world_context_object, float_history, draw_transform, draw_size, draw_color=[1.000000, 1.000000, 1.000000, 1.000000], duration=0.000000) None ¶
Draws a 2D Histogram of size ‘DrawSize’ based FDebugFloatHistory struct, using DrawTransform for the position in the world.
- Parameters:
world_context_object (Object) –
float_history (DebugFloatHistory) –
draw_transform (Transform) –
draw_size (Vector2D) –
draw_color (LinearColor) –
duration (float) –
- classmethod draw_debug_frustum(world_context_object, frustum_transform, frustum_color=[1.000000, 1.000000, 1.000000, 1.000000], duration=0.000000, thickness=0.000000) None ¶
Draws a debug frustum.
- Parameters:
world_context_object (Object) –
frustum_transform (Transform) –
frustum_color (LinearColor) –
duration (float) –
thickness (float) –
- classmethod draw_debug_line(world_context_object, line_start, line_end, line_color, duration=0.000000, thickness=0.000000) None ¶
Draw a debug line
- classmethod draw_debug_plane(world_context_object, plane_coordinates, location, size, plane_color=[1.000000, 1.000000, 1.000000, 1.000000], duration=0.000000) None ¶
Draws a debug plane.
- classmethod draw_debug_point(world_context_object, position, size, point_color, duration=0.000000) None ¶
Draw a debug point
- Parameters:
world_context_object (Object) –
position (Vector) –
size (float) –
point_color (LinearColor) –
duration (float) –
- classmethod draw_debug_sphere(world_context_object, center, radius=100.000000, segments=12, line_color=[1.000000, 1.000000, 1.000000, 1.000000], duration=0.000000, thickness=0.000000) None ¶
Draw a debug sphere
- classmethod draw_debug_string(world_context_object, text_location, text, test_base_actor=None, text_color=[1.000000, 1.000000, 1.000000, 1.000000], duration=0.000000) None ¶
Draw a debug string at a 3d world location.
- classmethod end_transaction() int32 ¶
Attempt to end the current undo transaction. Only successful if the transaction’s action counter is 1. note: Only available in the editor.
- Returns:
The number of active actions when EndTransaction was called (a value of 1 indicates that the transaction was successfully closed), or -1 on failure.
- Return type:
int32
- classmethod equal_equal_primary_asset_id(a, b) bool ¶
Returns true if the values are equal (A == B)
- Parameters:
a (PrimaryAssetId) –
b (PrimaryAssetId) –
- Return type:
- classmethod equal_equal_primary_asset_type(a, b) bool ¶
Returns true if the values are equal (A == B)
- Parameters:
a (PrimaryAssetType) –
b (PrimaryAssetType) –
- Return type:
- classmethod equal_equal_soft_class_reference(a, b) bool ¶
Returns true if the values are equal (A == B)
- classmethod equal_equal_soft_object_reference(a, b) bool ¶
Returns true if the values are equal (A == B)
- classmethod execute_console_command(world_context_object, command, specific_player=None) None ¶
Executes a console command, optionally on a specific controller
- Parameters:
world_context_object (Object) –
command (str) – Command to send to the console
specific_player (PlayerController) – If specified, the console command will be routed through the specified player
- classmethod experimental_close_ad_banner() None ¶
deprecated: ‘experimental_close_ad_banner’ was renamed to ‘force_close_ad_banner’.
- classmethod experimental_hide_ad_banner() None ¶
deprecated: ‘experimental_hide_ad_banner’ was renamed to ‘hide_ad_banner’.
- classmethod experimental_show_ad_banner(ad_id_index: int, show_on_bottom_of_screen: bool) None ¶
deprecated: ‘experimental_show_ad_banner’ was renamed to ‘show_ad_banner’.
- classmethod experimental_show_game_center_leaderboard(category_name: str) None ¶
deprecated: ‘experimental_show_game_center_leaderboard’ was renamed to ‘show_platform_specific_leaderboard_screen’.
- classmethod flush_debug_strings(world_context_object) None ¶
Removes all debug strings.
- Parameters:
world_context_object (Object) –
- classmethod flush_persistent_debug_lines(world_context_object) None ¶
Flush all persistent debug lines and shapes.
- Parameters:
world_context_object (Object) –
- classmethod force_close_ad_banner() None ¶
Forces closed any displayed ad. Can lead to loss of revenue (iOS and Android only)
- classmethod get_actor_bounds(actor) -> (origin=Vector, box_extent=Vector)¶
Get Actor Bounds deprecated: Function ‘GetActorBounds’ is deprecated.
- Parameters:
actor (Actor) –
- Returns:
origin (Vector):
box_extent (Vector):
- Return type:
tuple
- classmethod get_actor_list_from_component_list(component_list, actor_class_filter) Array[Actor] ¶
Returns an array of unique actors represented by the given list of components.
- classmethod get_ad_id_count() int32 ¶
Retrieves the total number of Ad IDs that can be selected between
- Return type:
int32
- classmethod get_build_configuration() str ¶
Build configuration, for displaying to end users in diagnostics.
- Return type:
- classmethod get_build_version() str ¶
Build version, for displaying to end users in diagnostics.
- Return type:
- classmethod get_class_from_primary_asset_id(primary_asset_id)¶
Returns the Blueprint Class associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it
- Parameters:
primary_asset_id (PrimaryAssetId) –
- Return type:
- classmethod get_class_top_level_asset_path(class_) TopLevelAssetPath ¶
Returns the full path to the specified class as a Top Level Asset Path used by asset utilities
- Parameters:
- Return type:
- classmethod get_command_line() str ¶
Returns the command line that the process was launched with.
- Return type:
- classmethod get_component_bounds(component) -> (origin=Vector, box_extent=Vector, sphere_radius=float)¶
Get bounds
- Parameters:
component (SceneComponent) –
- Returns:
origin (Vector):
box_extent (Vector):
sphere_radius (float):
- Return type:
tuple
- classmethod get_console_variable_bool_value(variable_name) bool ¶
Evaluates, if it exists, whether the specified integer console variable has a non-zero value (true) or not (false).
- classmethod get_console_variable_float_value(variable_name) float ¶
Attempts to retrieve the value of the specified float console variable, if it exists.
- classmethod get_console_variable_int_value(variable_name) int32 ¶
Attempts to retrieve the value of the specified integer console variable, if it exists.
- Parameters:
variable_name (str) – Name of the console variable to find.
- Returns:
The value if found, 0 otherwise.
- Return type:
int32
- classmethod get_console_variable_string_value(variable_name) str ¶
Attempts to retrieve the value of the specified string console variable, if it exists.
- classmethod get_convenient_windowed_resolutions() Array[IntPoint] or None ¶
Gets the list of windowed resolutions which are convenient for the current primary display size.
- classmethod get_current_bundle_state(primary_asset_id, force_current_state) Array[Name] or None ¶
Returns the list of loaded bundles for a given Primary Asset. This will return false if the asset is not loaded at all. If ForceCurrentState is true it will return the current state even if a load is in process
- Parameters:
primary_asset_id (PrimaryAssetId) –
force_current_state (bool) –
- Returns:
out_bundles (Array[Name]):
- Return type:
- classmethod get_default_language() str ¶
Get the default language (for localization) used by this platform note: This is typically the same as GetDefaultLocale unless the platform distinguishes between the two note: This should be returned in IETF language tag form: - A two-letter ISO 639-1 language code (eg, “zh”) - An optional four-letter ISO 15924 script code (eg, “Hans”) - An optional two-letter ISO 3166-1 country code (eg, “CN”)
- Returns:
The language as an IETF language tag (eg, “zh-Hans-CN”)
- Return type:
- classmethod get_default_locale() str ¶
Get the default locale (for internationalization) used by this platform note: This should be returned in IETF language tag form: - A two-letter ISO 639-1 language code (eg, “zh”) - An optional four-letter ISO 15924 script code (eg, “Hans”) - An optional two-letter ISO 3166-1 country code (eg, “CN”)
- Returns:
The locale as an IETF language tag (eg, “zh-Hans-CN”)
- Return type:
- classmethod get_display_name(object) str ¶
Returns the display name (or actor label), for displaying as a debugging aid. Note: In editor builds, this is the actor label. In non-editor builds, this is the actual object name. This function should not be used to uniquely identify actors! It is not localized and should not be used for display to an end user of a game.
- classmethod get_engine_version() str ¶
Engine build number, for displaying to end users.
- Return type:
- classmethod get_enum_top_level_asset_path(enum) TopLevelAssetPath ¶
Returns the full path to the specified enum as a Top Level Asset Path used by asset utilities
- Parameters:
enum (Enum) –
- Return type:
- classmethod get_frame_count() int64 ¶
Returns the value of GFrameCounter, a running count of the number of frames that have occurred.
- Return type:
int64
- classmethod get_game_bundle_id() str ¶
Retrieves the game’s platform-specific bundle identifier or package name of the game
- Returns:
The game’s bundle identifier or package name.
- Return type:
- classmethod get_game_time_in_seconds(world_context_object) double ¶
Get the current game time, in seconds. This stops when the game is paused and is affected by slomo.
- Parameters:
world_context_object (Object) – World context
- Return type:
double
- classmethod get_gamepad_button_glyph(button_key, controller_index) Texture2D ¶
Returns glyph assigned to a gamepad button (or a null ptr if not assigned) (iOS and tvOS only)
- classmethod get_gamepad_controller_name(controller_id) str ¶
Returns name of controller if assigned to a gamepad (or None if not assigned) (Android and iOS only)
- Parameters:
controller_id (int32) –
- Return type:
- classmethod get_local_currency_code() str ¶
Returns the currency code associated with the device’s locale
- Returns:
the currency code associated with the device’s locale
- Return type:
- classmethod get_local_currency_symbol() str ¶
Returns the currency symbol associated with the device’s locale
- Returns:
the currency symbol associated with the device’s locale
- Return type:
- classmethod get_min_y_resolution_for3d_view() int32 ¶
Gets the smallest Y resolution we want to support in the 3D view, clamped within reasons
- Returns:
value in pixels
- Return type:
int32
- classmethod get_min_y_resolution_for_ui() int32 ¶
Gets the smallest Y resolution we want to support in the UI, clamped within reasons
- Returns:
value in pixels
- Return type:
int32
- classmethod get_object_from_primary_asset_id(primary_asset_id) Object ¶
Returns the Object associated with a Primary Asset Id, this will only return a valid object if it is in memory, it will not load it
- Parameters:
primary_asset_id (PrimaryAssetId) –
- Return type:
- classmethod get_platform_time_seconds() double ¶
Returns the current platform time in seconds. Not coupled to any gameplay or other containerization logic - this function is useful for timing execution time or timestamping data. Marked as callable rather than pure because implicit evaluation may be confusing, both for blueprint authors and blueprint readers. For implicit execution simply wrap it in a blueprint pure function.
- Return type:
double
- classmethod get_preferred_languages() Array[str] ¶
Returns an array of the user’s preferred languages in order of preference
- classmethod get_primary_asset_id_from_class(class_) PrimaryAssetId ¶
Returns the Primary Asset Id for a Class, this can return an invalid one if not registered
- Parameters:
- Return type:
- classmethod get_primary_asset_id_from_object(object) PrimaryAssetId ¶
Returns the Primary Asset Id for an Object, this can return an invalid one if not registered
- Parameters:
object (Object) –
- Return type:
- classmethod get_primary_asset_id_from_soft_class_reference(soft_class_reference) PrimaryAssetId ¶
Returns the Primary Asset Id for a Soft Class Reference, this can return an invalid one if not registered
- Parameters:
soft_class_reference (Class) –
- Return type:
- classmethod get_primary_asset_id_from_soft_object_reference(soft_object_reference) PrimaryAssetId ¶
Returns the Primary Asset Id for a Soft Object Reference, this can return an invalid one if not registered
- Parameters:
soft_object_reference (Object) –
- Return type:
- classmethod get_primary_asset_id_list(primary_asset_type) Array[PrimaryAssetId] ¶
Returns list of PrimaryAssetIds for a PrimaryAssetType
- Parameters:
primary_asset_type (PrimaryAssetType) –
- Returns:
out_primary_asset_id_list (Array[PrimaryAssetId]):
- Return type:
- classmethod get_primary_assets_with_bundle_state(required_bundles, excluded_bundles, valid_types, force_current_state) Array[PrimaryAssetId] ¶
Returns the list of assets that are in a given bundle state. Required Bundles must be specified If ExcludedBundles is not empty, it will not return any assets in those bundle states If ValidTypes is not empty, it will only return assets of those types If ForceCurrentState is true it will use the current state even if a load is in process
- Parameters:
- Returns:
out_primary_asset_id_list (Array[PrimaryAssetId]):
- Return type:
- classmethod get_project_content_directory() str ¶
Get the content directory of the current project
- Return type:
- classmethod get_project_saved_directory() str ¶
Get the saved directory of the current project
- Return type:
- classmethod get_rendering_detail_mode() int32 ¶
Get the clamped state of r.DetailMode, see console variable help (allows for scalability, cannot be used in construction scripts) 0: low, show objects with DetailMode low 1: medium, show objects with DetailMode medium or below 2: high, show objects with DetailMode high or below 3: epic, show all objects
- Return type:
int32
- classmethod get_rendering_material_quality_level() int32 ¶
Get the clamped state of r.MaterialQualityLevel, see console variable help (allows for scalability, cannot be used in construction scripts) 0: low 1: high 2: medium
- Return type:
int32
- classmethod get_soft_class_path(class_) SoftClassPath ¶
Returns the full path to the specified class as a Soft Class Path (that can be used as a Soft Object Path)
- Parameters:
- Return type:
- classmethod get_soft_class_reference_from_primary_asset_id(primary_asset_id) Class ¶
Returns the Blueprint Class Id associated with a Primary Asset Id, this works even if the asset is not loaded
- Parameters:
primary_asset_id (PrimaryAssetId) –
- Return type:
- classmethod get_soft_class_top_level_asset_path(soft_class_reference) TopLevelAssetPath ¶
Converts a Soft Class Reference to a Top Level Asset Path used by asset utilities
- Parameters:
soft_class_reference (Class) –
- Return type:
- classmethod get_soft_object_path(object) SoftObjectPath ¶
Returns the full path to the specified object as a Soft Object Path
- Parameters:
object (Object) –
- Return type:
- classmethod get_soft_object_reference_from_primary_asset_id(primary_asset_id) Object ¶
Returns the Object Id associated with a Primary Asset Id, this works even if the asset is not loaded
- Parameters:
primary_asset_id (PrimaryAssetId) –
- Return type:
- classmethod get_struct_top_level_asset_path(struct) TopLevelAssetPath ¶
Returns the full path to the specified struct as a Top Level Asset Path used by asset utilities
- Parameters:
struct (ScriptStruct) –
- Return type:
- classmethod get_supported_fullscreen_resolutions() Array[IntPoint] or None ¶
Gets the list of support fullscreen resolutions.
- classmethod get_system_path(object) str ¶
Returns the full file system path to a UObject If given a non-asset UObject, it will return an empty string
- classmethod get_timer_elapsed_time(object, function_name) float ¶
Returns elapsed time for the given delegate (time since current countdown iteration began).
- classmethod get_timer_elapsed_time_delegate(delegate) float ¶
Returns elapsed time for the given delegate (time since current countdown iteration began). deprecated: Use Get Timer Elapsed Time by Handle
- Parameters:
delegate (TimerDynamicDelegate) –
- Returns:
How long has elapsed since the current iteration of the timer began.
- Return type:
- classmethod get_timer_elapsed_time_handle(world_context_object, handle) float ¶
Returns elapsed time for the given handle (time since current countdown iteration began).
- Parameters:
world_context_object (Object) –
handle (TimerHandle) – The handle of the timer to get the elapsed time of.
- Returns:
How long has elapsed since the current iteration of the timer began.
- Return type:
- classmethod get_timer_remaining_time(object, function_name) float ¶
Returns time until the timer will next execute its delegate.
- classmethod get_timer_remaining_time_delegate(delegate) float ¶
Returns time until the timer will next execute its delegate. deprecated: Use Get Timer Remaining Time by Handle
- Parameters:
delegate (TimerDynamicDelegate) –
- Returns:
How long is remaining in the current iteration of the timer.
- Return type:
- classmethod get_timer_remaining_time_handle(world_context_object, handle) float ¶
Returns time until the timer will next execute its handle.
- Parameters:
world_context_object (Object) –
handle (TimerHandle) – The handle of the timer to time remaining of.
- Returns:
How long is remaining in the current iteration of the timer.
- Return type:
- classmethod get_unique_device_id() str ¶
Returns the platform specific unique device id deprecated: Use GetDeviceId instead
- Return type:
- classmethod get_volume_buttons_handled_by_system() bool ¶
Returns true if system default handling of volume up and volume down buttons enabled (Android only)
- Return type:
- classmethod has_multiple_local_players(world_context_object) bool ¶
Returns whether there are currently multiple local players in the given world
- classmethod hide_ad_banner() None ¶
Hides the ad banner (iAd on iOS, or AdMob on Android). Will force close the ad if it’s open (iOS and Android only)
- classmethod invalidate_timer_handle(handle) -> (TimerHandle, handle=TimerHandle)¶
Invalidate the supplied TimerHandle and return it.
- Parameters:
handle (TimerHandle) – The handle of the timer to invalidate.
- Returns:
Return the invalidated timer handle for convenience.
handle (TimerHandle): The handle of the timer to invalidate.
- Return type:
- classmethod is_controller_assigned_to_gamepad(controller_id) bool ¶
Returns true if controller id assigned to a gamepad (Android and iOS only)
- Parameters:
controller_id (int32) –
- Return type:
- classmethod is_dedicated_server(world_context_object) bool ¶
Returns whether this is running on a dedicated server
- classmethod is_interstitial_ad_available() bool ¶
Returns true if the requested interstitial ad is loaded and ready (Android only)
- Return type:
- classmethod is_interstitial_ad_requested() bool ¶
Returns true if the requested interstitial ad has been successfully requested (false if load request fails) (Android only)
- Return type:
- classmethod is_logged_in(specific_player) bool ¶
Returns whether the player is logged in to the currently active online subsystem.
- Parameters:
specific_player (PlayerController) –
- Return type:
- classmethod is_packaged_for_distribution() bool ¶
Returns whether this is a build that is packaged for distribution
- Return type:
- classmethod is_server(world_context_object) bool ¶
Returns whether the world this object is in is the host or not
- classmethod is_split_screen(world_context_object) bool ¶
Is Split Screen deprecated: Use HasMultipleLocalPlayers instead
- classmethod is_standalone(world_context_object) bool ¶
Returns whether this game instance is stand alone (no networking).
- classmethod is_timer_active(object, function_name) bool ¶
Returns true if a timer exists and is active for the given delegate, false otherwise.
- classmethod is_timer_active_delegate(delegate) bool ¶
Returns true if a timer exists and is active for the given delegate, false otherwise. deprecated: Use Is Timer Active by Handle
- Parameters:
delegate (TimerDynamicDelegate) –
- Returns:
True if the timer exists and is active.
- Return type:
- classmethod is_timer_active_handle(world_context_object, handle) bool ¶
Returns true if a timer exists and is active for the given handle, false otherwise.
- Parameters:
world_context_object (Object) –
handle (TimerHandle) – The handle of the timer to check whether it is active.
- Returns:
True if the timer exists and is active.
- Return type:
- classmethod is_timer_paused(object, function_name) bool ¶
Returns true if a timer exists and is paused for the given delegate, false otherwise.
- classmethod is_timer_paused_delegate(delegate) bool ¶
Returns true if a timer exists and is paused for the given delegate, false otherwise. deprecated: Use Is Timer Paused by Handle
- Parameters:
delegate (TimerDynamicDelegate) –
- Returns:
True if the timer exists and is paused.
- Return type:
- classmethod is_timer_paused_handle(world_context_object, handle) bool ¶
Returns true if a timer exists and is paused for the given handle, false otherwise.
- Parameters:
world_context_object (Object) –
handle (TimerHandle) – The handle of the timer to check whether it is paused.
- Returns:
True if the timer exists and is paused.
- Return type:
- classmethod is_unattended() bool ¶
Returns true if running unattended (-unattended is on the command line)
- Returns:
Unattended state
- Return type:
- classmethod is_valid(object) bool ¶
Return true if the object is usable : non-null and not pending kill
- classmethod is_valid_class(class_) bool ¶
Return true if the class is usable : non-null and not pending kill
- classmethod is_valid_interface(interface) bool ¶
Checks if the interface instance has a valid object for blueprint interface functions. This will return true for both natively implemented and blueprint implemented interfaces.
- classmethod is_valid_primary_asset_id(primary_asset_id) bool ¶
Returns true if the Primary Asset Id is valid
- Parameters:
primary_asset_id (PrimaryAssetId) –
- Return type:
- classmethod is_valid_primary_asset_type(primary_asset_type) bool ¶
Returns list of Primary Asset Ids for a PrimaryAssetType
- Parameters:
primary_asset_type (PrimaryAssetType) –
- Return type:
- classmethod is_valid_soft_class_reference(soft_class_reference) bool ¶
Returns true if the Soft Class Reference is not null
- classmethod is_valid_soft_object_reference(soft_object_reference) bool ¶
Returns true if the Soft Object Reference is not null
- classmethod is_valid_timer_handle(handle) bool ¶
Returns whether the timer handle is valid. This does not indicate that there is an active timer that this handle references, but rather that it once referenced a valid timer.
- Parameters:
handle (TimerHandle) – The handle of the timer to check validity of.
- Returns:
Whether the timer handle is valid.
- Return type:
- classmethod launch_url(url) None ¶
Opens the specified URL in the platform’s web browser of choice
- Parameters:
url (str) –
- classmethod line_trace_multi(world_context_object, start, end, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) Array[HitResult] or None ¶
Does a collision trace along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
trace_channel (TraceTypeQuery) – The channel to trace
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a blocking hit, false otherwise.
out_hits (Array[HitResult]):
- Return type:
- classmethod line_trace_multi_by_profile(world_context_object, start, end, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) Array[HitResult] or None ¶
Trace a ray against the world using a specific profile and return overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
profile_name (Name) – The ‘profile’ used to determine which components to hit
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a blocking hit, false otherwise.
out_hits (Array[HitResult]):
- Return type:
- classmethod line_trace_multi_for_objects(world_context_object, start, end, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) Array[HitResult] or None ¶
Does a collision trace along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
object_types (Array[ObjectTypeQuery]) – Array of Object Types to trace
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hits (Array[HitResult]):
- Return type:
- classmethod line_trace_multi_new(world_context_object: Object, start: Vector, end: Vector, trace_channel: TraceTypeQuery, trace_complex: bool, actors_to_ignore: None, draw_debug_type: DrawDebugTrace, ignore_self: bool = True, trace_color: LinearColor = Ellipsis, trace_hit_color: LinearColor = Ellipsis, draw_time: float = 5.0) None ¶
deprecated: ‘line_trace_multi_new’ was renamed to ‘line_trace_multi’.
- classmethod line_trace_single(world_context_object, start, end, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) HitResult or None ¶
Does a collision trace along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
trace_channel (TraceTypeQuery) –
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hit (HitResult): Properties of the trace hit.
- Return type:
HitResult or None
- classmethod line_trace_single_by_profile(world_context_object, start, end, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) HitResult or None ¶
Trace a ray against the world using a specific profile and return the first blocking hit
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
profile_name (Name) – The ‘profile’ used to determine which components to hit
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hit (HitResult): Properties of the trace hit.
- Return type:
HitResult or None
- classmethod line_trace_single_for_objects(world_context_object, start, end, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) HitResult or None ¶
Does a collision trace along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
object_types (Array[ObjectTypeQuery]) – Array of Object Types to trace
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hit (HitResult): Properties of the trace hit.
- Return type:
HitResult or None
- classmethod line_trace_single_new(world_context_object: Object, start: Vector, end: Vector, trace_channel: TraceTypeQuery, trace_complex: bool, actors_to_ignore: None, draw_debug_type: DrawDebugTrace, ignore_self: bool = True, trace_color: LinearColor = Ellipsis, trace_hit_color: LinearColor = Ellipsis, draw_time: float = 5.0) HitResult | None ¶
deprecated: ‘line_trace_single_new’ was renamed to ‘line_trace_single’.
- classmethod load_asset_blocking(asset) Object ¶
Resolves or loads a Soft Object Reference immediately, this will cause hitches and Async Load Asset should be used if possible
- classmethod load_class_asset_blocking(asset_class)¶
Resolves or loads a Soft Class Reference immediately, this will cause hitches and Async Load Class Asset should be used if possible
- classmethod load_interstitial_ad(ad_id_index) None ¶
Will load a fullscreen interstitial AdMob ad. Call this before using ShowInterstitialAd (Android only)
- Parameters:
ad_id_index (int32) – The index of the ID to select for the ad to show
- classmethod log_string(string='Hello', print_to_log=True) None ¶
Prints a string to the log If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as ‘Verbose’, so it generally won’t show up.
- classmethod make_literal_byte(value) uint8 ¶
Creates a literal byte
- Parameters:
value (uint8) – value to set the byte to
- Returns:
The literal byte
- Return type:
uint8
- classmethod make_literal_double(value) double ¶
Creates a literal float (double-precision)
- Parameters:
value (double) – value to set the float (double-precision) to
- Returns:
The literal float (double-precision)
- Return type:
double
- classmethod make_literal_float(value: float) float ¶
deprecated: ‘make_literal_float’ was renamed to ‘make_literal_double’.
- classmethod make_literal_int(value) int32 ¶
Creates a literal integer
- Parameters:
value (int32) – value to set the integer to
- Returns:
The literal integer
- Return type:
int32
- classmethod make_literal_int64(value) int64 ¶
Creates a literal 64-bit integer
- Parameters:
value (int64) – value to set the 64-bit integer to
- Returns:
The literal 64-bit integer
- Return type:
int64
- classmethod move_component_to(component, target_relative_location, target_relative_rotation, ease_out, ease_in, over_time=0.200000, force_shortest_rotation_path, move_action, latent_info) None ¶
Interpolate a component to the specified relative location and rotation over the course of OverTime seconds.
see: EMoveComponentAction *
- Parameters:
component (SceneComponent) – Component to interpolate *
target_relative_location (Vector) – Relative target location *
target_relative_rotation (Rotator) – Relative target rotation *
ease_out (bool) – if true we will ease out (ie end slowly) during interpolation *
ease_in (bool) – if true we will ease in (ie start slowly) during interpolation *
over_time (float) – duration of interpolation *
force_shortest_rotation_path (bool) – if true we will always use the shortest path for rotation *
move_action (MoveComponentAction) – required movement behavior
latent_info (LatentActionInfo) – The latent action
- classmethod not_equal_primary_asset_id(a, b) bool ¶
Returns true if the values are not equal (A != B)
- Parameters:
a (PrimaryAssetId) –
b (PrimaryAssetId) –
- Return type:
- classmethod not_equal_primary_asset_type(a, b) bool ¶
Returns true if the values are not equal (A != B)
- Parameters:
a (PrimaryAssetType) –
b (PrimaryAssetType) –
- Return type:
- classmethod not_equal_soft_class_reference(a, b) bool ¶
Returns true if the values are not equal (A != B)
- classmethod not_equal_soft_object_reference(a, b) bool ¶
Returns true if the values are not equal (A != B)
- classmethod parse_command_line(cmd_line) -> (out_tokens=Array[str], out_switches=Array[str], out_params=Map[str, str])¶
Parses the given string into loose tokens, switches (arguments that begin with - or /) and parameters (-mySwitch=myVar)
- Parameters:
cmd_line (str) – The the string to parse (ie ‘-foo -bar=/game/baz testtoken’ ) *
- Returns:
out_tokens (Array[str]):
out_switches (Array[str]):
out_params (Map[str, str]):
- Return type:
tuple
- classmethod parse_param(string, param) bool ¶
Returns true if the string has -param in it (do not specify the leading -)
- classmethod parse_param_value(string, param) str or None ¶
Returns ‘value’ if -option=value is in the string
- classmethod pause_timer(object, function_name) None ¶
Pauses a set timer at its current elapsed time.
- classmethod pause_timer_delegate(delegate) None ¶
Pauses a set timer at its current elapsed time. deprecated: Use Pause Timer by Handle
- Parameters:
delegate (TimerDynamicDelegate) –
- classmethod pause_timer_handle(world_context_object, handle) None ¶
Pauses a set timer at its current elapsed time.
- Parameters:
world_context_object (Object) –
handle (TimerHandle) – The handle of the timer to pause.
- classmethod print_string(world_context_object, string='Hello', print_to_screen=True, print_to_log=True, text_color=[0.000000, 0.660000, 1.000000, 1.000000], duration=2.000000, key='None') None ¶
Prints a string to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as ‘Verbose’, so it generally won’t show up.
- Parameters:
world_context_object (Object) –
string (str) – The string to log out
print_to_screen (bool) – Whether or not to print the output to the screen
print_to_log (bool) – Whether or not to print the output to the log
text_color (LinearColor) – The color of the text to display
duration (float) – The display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config.
key (Name) – If a non-empty key is provided, the message will replace any existing on-screen messages with the same key.
- classmethod print_text(world_context_object, text='Hello', print_to_screen=True, print_to_log=True, text_color=[0.000000, 0.660000, 1.000000, 1.000000], duration=2.000000, key='None') None ¶
Prints text to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as ‘Verbose’, so it generally won’t show up.
- Parameters:
world_context_object (Object) –
text (Text) – The text to log out
print_to_screen (bool) – Whether or not to print the output to the screen
print_to_log (bool) – Whether or not to print the output to the log
text_color (LinearColor) – The color of the text to display
duration (float) – The display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config.
key (Name) – If a non-empty key is provided, the message will replace any existing on-screen messages with the same key.
- classmethod quit_game(world_context_object, specific_player, quit_preference, ignore_platform_restrictions) None ¶
Exit the current game
- Parameters:
world_context_object (Object) –
specific_player (PlayerController) – The specific player to quit the game. If not specified, player 0 will quit.
quit_preference (QuitPreference) – Form of quitting.
ignore_platform_restrictions (bool) – Ignores and best-practices based on platform (e.g on some consoles, games should never quit). Non-shipping only
- classmethod register_for_remote_notifications() None ¶
Requests permission to send remote notifications to the user’s device. (Android and iOS only)
- classmethod reset_editor_property(object, property_name, change_notify_mode=PropertyAccessChangeNotifyMode.DEFAULT) bool ¶
Attempts to reset the value of a named property on the given object so that it matches the value of the archetype.
- Parameters:
object (Object) – The object you want to reset a property value on.
property_name (Name) – The name of the object property to reset the value of.
change_notify_mode (PropertyAccessChangeNotifyMode) – When to emit property change notifications.
- Returns:
Whether the property value was found and correctly reset.
- Return type:
- classmethod reset_gamepad_assignment_to_controller(controller_id) None ¶
Resets the gamepad assignment to player controller id (Android and iOS only)
- Parameters:
controller_id (int32) –
- classmethod reset_gamepad_assignments() None ¶
Resets the gamepad to player controller id assignments (Android and iOS only)
- classmethod retriggerable_delay(world_context_object, duration=0.200000, latent_info) None ¶
Perform a latent action with a retriggerable delay (specified in seconds). Calling again while it is counting down will reset the countdown to Duration.
- Parameters:
world_context_object (Object) –
duration (float) – length of delay (in seconds).
latent_info (LatentActionInfo) – The latent action.
- classmethod set_gamepads_block_device_feedback(block) None ¶
Sets whether attached gamepads will block feedback from the device itself (Mobile only).
- Parameters:
block (bool) –
- classmethod set_suppress_viewport_transition_message(world_context_object, state) None ¶
Sets the state of the transition message rendered by the viewport. (The blue text displayed when the game is paused and so forth.)
- classmethod set_supress_viewport_transition_message(world_context_object: Object, state: bool) None ¶
deprecated: ‘set_supress_viewport_transition_message’ was renamed to ‘set_suppress_viewport_transition_message’.
- classmethod set_timer(object, function_name, time, looping, max_once_per_frame=False, initial_start_delay=0.000000, initial_start_delay_variance=0.000000) TimerHandle ¶
Set a timer to execute delegate. Setting an existing timer will reset that timer with updated parameters.
- Parameters:
object (Object) – Object that implements the delegate function. Defaults to self (this blueprint)
function_name (str) – Delegate function name. Can be a K2 function or a Custom Event.
time (float) – How long to wait before executing the delegate, in seconds. Setting a timer to <= 0 seconds will clear it if it is set.
looping (bool) – True to keep executing the delegate every Time seconds, false to execute delegate only once.
max_once_per_frame (bool) – For looping timers, whether to execute only once when the timer would otherwise expires multiple times in the current frame.
initial_start_delay (float) – Initial delay passed to the timer manager to allow some variance in when the timer starts, in seconds.
initial_start_delay_variance (float) – Use this to add some variance to when the timer starts in lieu of doing a random range on the InitialStartDelay input, in seconds.
- Returns:
The timer handle to pass to other timer functions to manipulate this timer.
- Return type:
- classmethod set_timer_delegate(delegate, time, looping, max_once_per_frame=False, initial_start_delay=0.000000, initial_start_delay_variance=0.000000) TimerHandle ¶
Set a timer to execute delegate. Setting an existing timer will reset that timer with updated parameters.
- Parameters:
delegate (TimerDynamicDelegate) –
time (float) – How long to wait before executing the delegate, in seconds. Setting a timer to <= 0 seconds will clear it if it is set.
looping (bool) – True to keep executing the delegate every Time seconds, false to execute delegate only once.
max_once_per_frame (bool) – For looping timers, whether to execute only once when the timer would otherwise expires multiple times in the current frame.
initial_start_delay (float) – Initial delay passed to the timer manager, in seconds.
initial_start_delay_variance (float) – Use this to add some variance to when the timer starts in lieu of doing a random range on the InitialStartDelay input, in seconds.
- Returns:
The timer handle to pass to other timer functions to manipulate this timer.
- Return type:
- classmethod set_timer_for_next_tick(object, function_name) TimerHandle ¶
Set a timer to execute a delegate on the next tick.
- Parameters:
- Returns:
The timer handle to pass to other timer functions to manipulate this timer.
- Return type:
- classmethod set_timer_for_next_tick_delegate(delegate) TimerHandle ¶
Set a timer to execute a delegate next tick.
- Parameters:
delegate (TimerDynamicDelegate) –
- Returns:
The timer handle to pass to other timer functions to manipulate this timer.
- Return type:
- classmethod set_user_activity(user_activity) None ¶
Tells the engine what the user is doing for debug, analytics, etc.
- Parameters:
user_activity (UserActivity) –
- classmethod set_volume_buttons_handled_by_system(enabled) None ¶
Allows or inhibits system default handling of volume up and volume down buttons (Android only)
- Parameters:
enabled (bool) – If true, allow Android to handle volume up and down events
- classmethod show_ad_banner(ad_id_index, show_on_bottom_of_screen) None ¶
Will show an ad banner (iAd on iOS, or AdMob on Android) on the top or bottom of screen, on top of the GL view (doesn’t resize the view) (iOS and Android only)
- Parameters:
ad_id_index (int32) – The index of the ID to select for the ad to show
show_on_bottom_of_screen (bool) – If true, the iAd will be shown at the bottom of the screen, top otherwise
- classmethod show_interstitial_ad() None ¶
Shows the loaded interstitial ad (loaded with LoadInterstitialAd) (Android only)
- classmethod show_platform_specific_achievements_screen(specific_player) None ¶
Displays the built-in achievements GUI (iOS and Android only; this function may be renamed or moved in a future release)
- Parameters:
specific_player (PlayerController) – Specific player’s achievements to show. May not be supported on all platforms. If null, defaults to the player with ControllerId 0
- classmethod show_platform_specific_leaderboard_screen(category_name) None ¶
Displays the built-in leaderboard GUI (iOS and Android only; this function may be renamed or moved in a future release)
- Parameters:
category_name (str) –
- classmethod snapshot_object(object) None ¶
Notify the current transaction (if any) that this object is about to be modified and should be snapshot for intermediate update. note: Internally this calls SnapshotTransactionBuffer on the given object. note: Only available in the editor.
- Parameters:
object (Object) – The object that is about to be modified.
- classmethod sphere_overlap_actors(world_context_object, sphere_pos, sphere_radius, object_types, actor_class_filter, actors_to_ignore) Array[Actor] or None ¶
Returns an array of actors that overlap the given sphere.
- Parameters:
- Returns:
true if there was an overlap that passed the filters, false otherwise.
out_actors (Array[Actor]): Returned array of actors. Unsorted.
- Return type:
- classmethod sphere_overlap_actors_new(world_context_object: Object, sphere_pos: Vector, sphere_radius: float, object_types: None, actor_class_filter: Class, actors_to_ignore: None) None ¶
deprecated: ‘sphere_overlap_actors_new’ was renamed to ‘sphere_overlap_actors’.
- classmethod sphere_overlap_components(world_context_object, sphere_pos, sphere_radius, object_types, component_class_filter, actors_to_ignore) Array[PrimitiveComponent] or None ¶
Returns an array of components that overlap the given sphere.
- Parameters:
- Returns:
true if there was an overlap that passed the filters, false otherwise.
out_components (Array[PrimitiveComponent]):
- Return type:
Array[PrimitiveComponent] or None
- classmethod sphere_overlap_components_new(world_context_object: Object, sphere_pos: Vector, sphere_radius: float, object_types: None, component_class_filter: Class, actors_to_ignore: None) None ¶
deprecated: ‘sphere_overlap_components_new’ was renamed to ‘sphere_overlap_components’.
- classmethod sphere_trace_multi(world_context_object, start, end, radius, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) Array[HitResult] or None ¶
Sweeps a sphere along the given line and returns all hits encountered up to and including the first blocking hit. This trace finds the objects that RESPOND to the given TraceChannel
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
radius (float) – Radius of the sphere to sweep
trace_channel (TraceTypeQuery) –
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a blocking hit, false otherwise.
out_hits (Array[HitResult]): A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
- Return type:
- classmethod sphere_trace_multi_by_profile(world_context_object, start, end, radius, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) Array[HitResult] or None ¶
Sweep a sphere against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
radius (float) – Radius of the sphere to sweep
profile_name (Name) – The ‘profile’ used to determine which components to hit
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a blocking hit, false otherwise.
out_hits (Array[HitResult]): A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
- Return type:
- classmethod sphere_trace_multi_for_objects(world_context_object, start, end, radius, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) Array[HitResult] or None ¶
Sweeps a sphere along the given line and returns all hits encountered. This only finds objects that are of a type specified by ObjectTypes.
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
radius (float) – Radius of the sphere to sweep
object_types (Array[ObjectTypeQuery]) – Array of Object Types to trace
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hits (Array[HitResult]): A list of hits, sorted along the trace from start to finish. The blocking hit will be the last hit, if there was one.
- Return type:
- classmethod sphere_trace_multi_new(world_context_object: Object, start: Vector, end: Vector, radius: float, trace_channel: TraceTypeQuery, trace_complex: bool, actors_to_ignore: None, draw_debug_type: DrawDebugTrace, ignore_self: bool = True, trace_color: LinearColor = Ellipsis, trace_hit_color: LinearColor = Ellipsis, draw_time: float = 5.0) None ¶
deprecated: ‘sphere_trace_multi_new’ was renamed to ‘sphere_trace_multi’.
- classmethod sphere_trace_single(world_context_object, start, end, radius, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) HitResult or None ¶
Sweeps a sphere along the given line and returns the first blocking hit encountered. This trace finds the objects that RESPONDS to the given TraceChannel
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
radius (float) – Radius of the sphere to sweep
trace_channel (TraceTypeQuery) –
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hit (HitResult): Properties of the trace hit.
- Return type:
HitResult or None
- classmethod sphere_trace_single_by_profile(world_context_object, start, end, radius, profile_name, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) HitResult or None ¶
Sweep a sphere against the world and return the first blocking hit using a specific profile
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
radius (float) – Radius of the sphere to sweep
profile_name (Name) – The ‘profile’ used to determine which components to hit
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hit (HitResult): Properties of the trace hit.
- Return type:
HitResult or None
- classmethod sphere_trace_single_for_objects(world_context_object, start, end, radius, object_types, trace_complex, actors_to_ignore, draw_debug_type, ignore_self=True, trace_color=[1.000000, 0.000000, 0.000000, 1.000000], trace_hit_color=[0.000000, 1.000000, 0.000000, 1.000000], draw_time=5.000000) HitResult or None ¶
Sweeps a sphere along the given line and returns the first hit encountered. This only finds objects that are of a type specified by ObjectTypes.
- Parameters:
world_context_object (Object) –
start (Vector) – Start of line segment.
end (Vector) – End of line segment.
radius (float) – Radius of the sphere to sweep
object_types (Array[ObjectTypeQuery]) – Array of Object Types to trace
trace_complex (bool) – True to test against complex collision, false to test against simplified collision.
draw_debug_type (DrawDebugTrace) –
ignore_self (bool) –
trace_color (LinearColor) –
trace_hit_color (LinearColor) –
draw_time (float) –
- Returns:
True if there was a hit, false otherwise.
out_hit (HitResult): Properties of the trace hit.
- Return type:
HitResult or None
- classmethod sphere_trace_single_new(world_context_object: Object, start: Vector, end: Vector, radius: float, trace_channel: TraceTypeQuery, trace_complex: bool, actors_to_ignore: None, draw_debug_type: DrawDebugTrace, ignore_self: bool = True, trace_color: LinearColor = Ellipsis, trace_hit_color: LinearColor = Ellipsis, draw_time: float = 5.0) HitResult | None ¶
deprecated: ‘sphere_trace_single_new’ was renamed to ‘sphere_trace_single’.
- classmethod timer_exists(object, function_name) bool ¶
Returns true is a timer for the given delegate exists, false otherwise.
- classmethod timer_exists_delegate(delegate) bool ¶
Returns true is a timer for the given delegate exists, false otherwise. deprecated: Use Does Timer Exist by Handle
- Parameters:
delegate (TimerDynamicDelegate) –
- Returns:
True if the timer exists.
- Return type:
- classmethod timer_exists_handle(world_context_object, handle) bool ¶
Returns true is a timer for the given handle exists, false otherwise.
- Parameters:
world_context_object (Object) –
handle (TimerHandle) – The handle to check whether it exists.
- Returns:
True if the timer exists.
- Return type:
- classmethod transact_object(object) None ¶
Notify the current transaction (if any) that this object is about to be modified and should be placed into the undo buffer. note: Internally this calls Modify on the given object, so will also mark the owner package dirty. note: Only available in the editor.
- Parameters:
object (Object) – The object that is about to be modified.
- classmethod un_pause_timer(object, function_name) None ¶
Resumes a paused timer from its current elapsed time.
- classmethod un_pause_timer_delegate(delegate) None ¶
Resumes a paused timer from its current elapsed time. deprecated: Use Unpause Timer by Handle
- Parameters:
delegate (TimerDynamicDelegate) –
- classmethod un_pause_timer_handle(world_context_object, handle) None ¶
Resumes a paused timer from its current elapsed time.
- Parameters:
world_context_object (Object) –
handle (TimerHandle) – The handle of the timer to unpause.
- classmethod unload_primary_asset(primary_asset_id) None ¶
Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it
- Parameters:
primary_asset_id (PrimaryAssetId) –
- classmethod unload_primary_asset_list(primary_asset_id_list) None ¶
Unloads a primary asset, which allows it to be garbage collected if nothing else is referencing it
- Parameters:
primary_asset_id_list (Array[PrimaryAssetId]) –