unreal.XRCreativeITFComponent

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

Bases: ActorComponent

XRCreative ITFComponent

C++ Source:

  • Plugin: XRCreativeFramework

  • Module: XRCreative

  • File: XRCreativeITFComponent.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

  • asset_user_data_editor_only (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

  • can_select_predicate (CanSelectActorPredicate): [Read-Write]

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

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

  • full_trs_gizmo_actor_class (type(Class)): [Read-Write]

  • 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

  • on_redo (OnUndoRedo): [Read-Write]

  • on_undo (OnUndoRedo): [Read-Write]

  • 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!

  • unselectable_actor_classes (Array[type(Class)]): [Read-Write]

can_redo() bool

Can Redo

Return type:

bool

property can_select_predicate: CanSelectActorPredicate

[Read-Write]

Type:

(CanSelectActorPredicate)

can_undo() bool

Can Undo

Return type:

bool

get_current_coordinate_system() ToolContextCoordinateSystem

Get Current Coordinate System

Return type:

ToolContextCoordinateSystem

get_current_transform_gizmo_mode() ToolContextTransformGizmoMode

Get Current Transform Gizmo Mode

Return type:

ToolContextTransformGizmoMode

get_selection_set() TypedElementSelectionSet

Get Selection Set

Return type:

TypedElementSelectionSet

have_active_tool() bool

Have Active Tool

Return type:

bool

left_mouse_pressed() None

Left Mouse Pressed

left_mouse_released() None

Left Mouse Released

property on_redo: OnUndoRedo

[Read-Write]

Type:

(OnUndoRedo)

property on_undo: OnUndoRedo

[Read-Write]

Type:

(OnUndoRedo)

redo() None

Redo

set_current_coordinate_system(coord_system) None

Set Current Coordinate System

Parameters:

coord_system (ToolContextCoordinateSystem) –

set_current_transform_gizmo_mode(gizmo_mode) None

Set Current Transform Gizmo Mode

Parameters:

gizmo_mode (ToolContextTransformGizmoMode) –

undo() None

Undo

property unselectable_actor_classes: None

[Read-Write]

Type:

(Array[type(Class)])