unreal.XRCreativePointerComponent

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

Bases: SceneComponent

XRCreative Pointer Component

C++ Source:

  • Plugin: XRCreativeFramework

  • Module: XRCreative

  • File: XRCreativePointerComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • 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

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

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

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

  • enabled (bool): [Read-Write]

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • ignored_actors (Array[Actor]): [Read-Write]

  • ignored_components (Array[PrimitiveComponent]): [Read-Write]

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

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • 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

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

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

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • 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!

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • smoothing_lag (float): [Read-Write]

  • smoothing_min_cutoff (float): [Read-Write]

  • trace_max_length (float): [Read-Write]

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

get_filtered_trace_end(scaled_by_impact=True) Vector

If bScaledByImpact is false, this is the smoothed filter output, roughly TraceMaxLength units away, roughly in the +X direction. If bScaledByImpact is true, the magnitude is shortened to match the length of a blocking hit (if any).

Parameters:

scaled_by_impact (bool) –

Return type:

Vector

get_hit_result() HitResult

Get Hit Result

Return type:

HitResult

get_raw_trace_end(scaled_by_impact=True) Vector

If bScaledByImpact is false, this returns the raw input to the smoothing filter, TraceMaxLength units away in the +X direction. If bScaledByImpact is true, the magnitude is shortened to the length of the blocking hit (if any).

Parameters:

scaled_by_impact (bool) –

Return type:

Vector

property ignored_actors: None

[Read-Write]

Type:

(Array[Actor])

property ignored_components: None

[Read-Write]

Type:

(Array[PrimitiveComponent])

is_enabled() bool

Is Enabled

Return type:

bool

set_enabled(enabled) None

Set Enabled

Parameters:

enabled (bool) –

property smoothing_lag: float

[Read-Write]

Type:

(float)

property smoothing_min_cutoff: float

[Read-Write]

Type:

(float)

property trace_max_length: float

[Read-Write]

Type:

(float)