unreal.ARSharedWorldPlayerController

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

Bases: unreal.PlayerController

ARShared World Player Controller

C++ Source:

  • Module: AugmentedReality
  • File: ARSharedWorldPlayerController.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).
  • attach_to_pawn (bool): [Read-Write] If true, the controller location will match the possessed Pawn’s location. If false, it will not be updated. Rotation will match ControlRotation in either case. Since a Controller’s location is normally inaccessible, this is intended mainly for purposes of being able to attach an Actor that follows the possessed Pawn location, but that still has the full aim rotation (since a Pawn might update only some components of the rotation).
  • 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_manage_active_camera_target (bool): [Read-Write] True to allow this player controller to manage the camera target for you, typically by using the possessed pawn as the camera target. Set to false if you want to manually control the camera target.
  • 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
  • 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
  • cheat_class (type(Class)): [Read-Write] Class of my CheatManager. The Cheat Manager is not created in shipping builds
  • cheat_manager (CheatManager): [Read-Write] Object that manages “cheat” commands. Not instantiated in shipping builds.
  • click_event_keys (Array(Key)): [Read-Write] List of keys that will cause click events to be forwarded, default to left click
  • current_click_trace_channel (CollisionChannel): [Read-Write] Trace channel currently being used for determining what world object was clicked on.
  • current_mouse_cursor (MouseCursor): [Read-Write] Currently visible mouse cursor
  • 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_click_trace_channel (CollisionChannel): [Read-Write] Default trace channel used for determining what world object was clicked on.
  • default_mouse_cursor (MouseCursor): [Read-Write] Type of mouse cursor to show by default
  • 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
  • enable_click_events (bool): [Read-Write] Whether actor/component click events should be generated.
  • enable_mouse_over_events (bool): [Read-Write] Whether actor/component mouse over events should be generated.
  • enable_touch_events (bool): [Read-Write] Whether actor/component touch events should be generated.
  • enable_touch_over_events (bool): [Read-Write] Whether actor/component touch over events should be generated.
  • 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.
  • force_feedback_enabled (bool): [Read-Write] Force Feedback Enabled
  • 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():
  • hit_result_trace_distance (float): [Read-Write] Distance to trace when computing click events
  • ignores_origin_shifting (bool): [Read-Write] Whether this actor should not be affected by world origin shifting.
  • 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_pitch_scale (float): [Read-Write] Pitch input speed scaling
  • input_priority (int32): [Read-Write] The priority of this input component when pushed in to the stack.
  • input_roll_scale (float): [Read-Write] Roll input speed scaling
  • input_yaw_scale (float): [Read-Write] Yaw input speed scaling
  • 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
  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently
  • 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
  • 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_instigated_any_damage (InstigatedAnyDamageSignature): [Read-Write] Called when the controller has instigated damage in any way
  • 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.
  • pivot_offset (Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor
  • player_camera_manager (PlayerCameraManager): [Read-Write] Camera manager associated with this Player Controller.
  • player_camera_manager_class (type(Class)): [Read-Write] PlayerCamera class should be set for each game, otherwise Engine.PlayerCameraManager is used
  • player_is_waiting (bool): [Read-Only] True if PlayerController is currently waiting for the match to start or to respawn. Only valid in Spectating state.
  • player_state (PlayerState): [Read-Write] PlayerState containing replicated information about the player using this controller (only exists for players, not NPCs).
  • 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.
  • 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
  • should_perform_full_tick_when_paused (bool): [Read-Write] Whether we fully tick when the game is paused, if our tick function is allowed to do so. If false, we do a minimal update during the tick.
  • show_mouse_cursor (bool): [Read-Write] Whether the mouse cursor should be displayed.
  • smooth_target_view_rotation_speed (float): [Read-Write] Interp speed for blending remote view rotation for smoother client updates
  • 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.
  • 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).
  • tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.