unreal.AvaShapeDynamicMeshBase

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

Bases: ActorComponent

Ava Shape Dynamic Mesh Base

C++ Source:

  • Plugin: Avalanche

  • Module: AvalancheShapes

  • File: AvaShapeDynMeshBase.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_edit_size (bool): [Read-Write] enable mesh size property editing

  • 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.

  • 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

  • mesh_datas (Map[int32, AvaShapeMeshData]): [Read-Write] Meshes used for the current shape sections

  • 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

  • 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!

  • size_type (SizeType): [Read-Write] the type of size you want to handle

  • uniform_scaled_size (float): [Read-Write] Uniform scaled size of the mesh

  • use_primary_material_everywhere (bool): [Read-Write] use primary material for every slot available

  • vertex_color (LinearColor): [Read-Write]

property allow_edit_size: bool

[Read-Only] enable mesh size property editing

Type:

(bool)

property mesh_datas: None

[Read-Only] Meshes used for the current shape sections

Type:

(Map[int32, AvaShapeMeshData])

property size_type: SizeType

[Read-Write] the type of size you want to handle

Type:

(SizeType)

toggle_gizmo(gizmo_component, show_as_gizmo=True) None

Whether to show the callee as a gizmo or not

Parameters:
property uniform_scaled_size: float

[Read-Write] Uniform scaled size of the mesh

Type:

(float)

property use_primary_material_everywhere: bool

[Read-Write] use primary material for every slot available

Type:

(bool)

property vertex_color: LinearColor

[Read-Write]

Type:

(LinearColor)