unreal.AvaGizmoComponent

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

Bases: ActorComponent

Add to an actor to indicate it’s used as a Gizmo.

C++ Source:

  • Plugin: Avalanche

  • Module: Avalanche

  • File: AvaGizmoComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • apply_to_child_actors (bool): [Read-Write] Whether the settings apply to child actors or not.

  • 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

  • cast_shadow (bool): [Read-Write] Controls whether the primitive component should cast a shadow or not.

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

  • draw_wireframe (bool): [Read-Write] Currently only applies to dynamic meshes.

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

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

  • is_gizmo_enabled (bool): [Read-Write] Whether “gizmo mode” is enabled.

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

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

  • material (MaterialInterface): [Read-Write] Material that overrides all others attached to the parent actor, if specified.

  • 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

  • render_depth (bool): [Read-Write] Whether to render to the depth buffer.

  • render_in_main_pass (bool): [Read-Write] Whether to render in the main pass.

  • 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!

  • set_stencil (bool): [Read-Write] Whether to render to the custom depth/stencil buffer.

  • stencil_id (uint8): [Read-Write] The custom stencil id, if applicable.

  • wireframe_color (LinearColor): [Read-Write] The color of the wireframe when drawn.

property apply_to_child_actors: bool

[Read-Write] Whether the settings apply to child actors or not.

Type:

(bool)

property cast_shadow: bool

[Read-Write] Controls whether the primitive component should cast a shadow or not.

Type:

(bool)

property draw_wireframe: bool

[Read-Write] Currently only applies to dynamic meshes.

Type:

(bool)

property is_gizmo_enabled: bool

[Read-Write] Whether “gizmo mode” is enabled.

Type:

(bool)

property is_hidden_in_game: bool

[Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

Type:

(bool)

property is_visible_in_editor: bool

[Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

Type:

(bool)

property material: MaterialInterface

[Read-Write] Material that overrides all others attached to the parent actor, if specified.

Type:

(MaterialInterface)

property render_depth: bool

[Read-Write] Whether to render to the depth buffer.

Type:

(bool)

property render_in_main_pass: bool

[Read-Write] Whether to render in the main pass.

Type:

(bool)

property set_stencil: bool

[Read-Write] Whether to render to the custom depth/stencil buffer.

Type:

(bool)

property stencil_id: int

[Read-Write] The custom stencil id, if applicable.

Type:

(uint8)

property wireframe_color: LinearColor

[Read-Write] The color of the wireframe when drawn.

Type:

(LinearColor)