unreal.VirtualCameraConcertCameraComponent

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

Bases: ActorComponent

A class to transfer Camera data in MU session

C++ Source:

  • Plugin: VirtualCamera

  • Module: VirtualCamera

  • File: VirtualCameraConcertCameraComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • component_to_track (CineCameraComponent): [Read-Write] The camera component that will be tracked.

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

  • has_authority (bool): [Read-Only] Is that component sending the camera information or receiving it.

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • send_update_in_editor (bool): [Read-Write] When the component has the authority and we are in the editor, we should broadcast the update. note: The component needs to be owned by an actor that is ticked in the editor. See: ShouldTickIfViewportsOnly

  • tracking_name (Name): [Read-Write] The tracked name used by the multi user system to send the data. When not set the component name will be used. That may conflict with another instance that has the same name but within different actors.

  • update_camera_component_transform (bool): [Read-Write] Should update the camera component relative location & rotation.

property component_to_track: CineCameraComponent

[Read-Write] The camera component that will be tracked.

Type:

(CineCameraComponent)

property has_authority: bool

[Read-Only] Is that component sending the camera information or receiving it.

Type:

(bool)

property send_update_in_editor: bool

[Read-Write] When the component has the authority and we are in the editor, we should broadcast the update. note: The component needs to be owned by an actor that is ticked in the editor. See: ShouldTickIfViewportsOnly

Type:

(bool)

property tracking_name: Name

[Read-Write] The tracked name used by the multi user system to send the data. When not set the component name will be used. That may conflict with another instance that has the same name but within different actors.

Type:

(Name)

property update_camera_component_transform: bool

[Read-Write] Should update the camera component relative location & rotation.

Type:

(bool)