unreal.ARSharedWorldGameMode

class unreal.ARSharedWorldGameMode(outer=None, name='None')

Bases: unreal.GameMode

ARShared World Game Mode

C++ Source:

  • Module: AugmentedReality
  • File: ARSharedWorldGameMode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_tick_before_begin_play (bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.
  • always_relevant (bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).
  • auto_destroy_when_finished (bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.
  • auto_receive_input (AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.
  • block_input (bool): [Read-Write] If true, all input on the stack below this actor will not be considered
  • buffer_size_per_chunk (int32): [Read-Write] The size of the buffer to use per send request. Must be between 1 and 65535, though should not be max to avoid saturation
  • can_be_damaged (bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. https://www.unrealengine.com/blog/damage-in-ue4: TakeDamage(), ReceiveDamage():
  • can_be_in_cluster (bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance
  • custom_time_dilation (float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.
  • default_pawn_class (type(Class)): [Read-Write] The default pawn class used by players.
  • default_player_name (Text): [Read-Write] The default player name assigned to players that join with no name specified.
  • delayed_start (bool): [Read-Write] Whether the game should immediately start when the first player logs in. Affects the default behavior of ReadyToStartMatch
  • enable_auto_lod_generation (bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actor
  • find_camera_component_when_view_target (bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.
  • game_session_class (type(Class)): [Read-Write] Class of GameSession, which handles login approval and online game interface
  • game_state_class (type(Class)): [Read-Write] Class of GameState associated with this GameMode.
  • generate_overlap_events_during_level_streaming (bool): [Read-Write] If true, this actor will generate overlap events when spawned as part of level streaming. You might enable this is in the case where a streaming level loads around an actor and you want overlaps to trigger.
  • hidden (bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. SetActorHiddenInGame():
  • hud_class (type(Class)): [Read-Write] HUD class this game uses.
  • ignores_origin_shifting (bool): [Read-Write] Whether this actor should not be affected by world origin shifting.
  • inactive_player_state_life_span (float): [Read-Write] Time a playerstate will stick around in an inactive state after a player logout
  • initial_life_span (float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.
  • input_priority (int32): [Read-Write] The priority of this input component when pushed in to the stack.
  • instigator (Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.
  • is_editor_only_actor (bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds
  • max_inactive_players (int32): [Read-Write] The maximum number of inactive players before we kick the oldest ones out
  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently
  • min_respawn_delay (float): [Read-Write] Minimum time before player can respawn after dying.
  • net_cull_distance_squared (float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.
  • net_dormancy (NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.
  • net_load_on_client (bool): [Read-Write] This actor will be loaded on network clients during map load
  • net_priority (float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate
  • net_update_frequency (float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTime
  • net_use_owner_relevancy (bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority
  • num_bots (int32): [Read-Write] number of non-human players (AI controlled but participating as a player).
  • num_players (int32): [Read-Write] Current number of human players.
  • num_spectators (int32): [Read-Write] Current number of spectators.
  • num_travelling_players (int32): [Read-Write] Number of players that are still traveling from a previous map
  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.:
  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.:
  • on_actor_hit (ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.:
  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.
  • on_clicked (ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.
  • on_destroyed (ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.
  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.
  • on_end_play (ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.
  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.
  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.
  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.
  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.
  • on_released (ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.
  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.
  • on_take_point_damage (TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.
  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.
  • only_relevant_to_owner (bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.
  • optimize_bp_component_data (bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.
  • options_string (str): [Read-Write] Save options string and parse it when needed
  • pauseable (bool): [Read-Write] Whether the game is pauseable.
  • pivot_offset (Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor
  • player_controller_class (type(Class)): [Read-Write] The class of PlayerController to spawn for players logging in.
  • player_state_class (type(Class)): [Read-Write] A PlayerState of this class will be associated with every player to replicate relevant player information to all clients.
  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent():
  • relevant_for_level_bounds (bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant
  • replay_rewindable (bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.
  • replay_spectator_player_controller_class (type(Class)): [Read-Write] The PlayerController class used when spectating a network replay.
  • replicate_movement (bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. SetReplicates(): https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Replication/:
  • replicated_movement (RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocity
  • replicates (bool): [Read-Write] If true, this actor will replicate to remote machines SetReplicates():
  • root_component (SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow
  • server_stat_replicator_class (type(Class)): [Read-Write] Server Stat Replicator Class
  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.
  • spectator_class (type(Class)): [Read-Write] The pawn class used by the PlayerController for players when spectating.
  • sprite_scale (float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).
  • start_players_as_spectators (bool): [Read-Write] Whether players should immediately spawn when logging in, or stay as spectators until they manually spawn
  • tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.
  • use_seamless_travel (bool): [Read-Write] Whether the game perform map travels using SeamlessTravel() which loads in the background and doesn’t disconnect clients
buffer_size_per_chunk

(int32) – [Read-Write] The size of the buffer to use per send request. Must be between 1 and 65535, though should not be max to avoid saturation

get_ar_shared_world_game_state() → ARSharedWorldGameState
Returns:the game state for this game mode
Return type:ARSharedWorldGameState
set_ar_shared_world_data(ar_world_data) → None

Sets the image data for the shared world game session

Parameters:ar_world_data (Array(uint8)) – the blob to use as the AR world data
set_ar_world_sharing_is_ready() → None

Tells the game mode that the AR data is ready and should be replicated to all connected clients

set_preview_image_data(image_data) → None

Sets the image data for the shared world game session

Parameters:image_data (Array(uint8)) – the blob to use as the image data