unreal.CEEffectorActor

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

Bases: Actor

CEEffector Actor

C++ Source:

  • Plugin: ClonerEffector

  • Module: ClonerEffector

  • File: CEEffectorActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_guid (Guid): [Read-Write] The GUID for this actor; this guid will be the same for actors from instanced streaming levels. see: ActorInstanceGuid, FActorInstanceGuidMapper note: Don’t use VisibleAnywhere here to avoid getting the CPF_Edit flag and get this property reset when resetting to defaults. See FActorDetails::AddActorCategory and EditorUtilities::CopySingleProperty for details.

  • actor_instance_guid (Guid): [Read-Write] The instance GUID for this actor; this guid will be unique for actors from instanced streaming levels. see: ActorGuid note: This is not guaranteed to be valid during PostLoad, but safe to access from RegisterAllComponents.

  • 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).

  • async_physics_tick_enabled (bool): [Read-Write] Whether to use use the async physics tick with this actor.

  • attraction_force_enabled (bool): [Read-Write] Enable attraction force to allow each clone instances to gravitate toward a location

  • attraction_force_falloff (float): [Read-Write]

  • attraction_force_strength (float): [Read-Write]

  • 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

  • call_pre_replication (bool): [Read-Write]

  • call_pre_replication_for_replay (bool): [Read-Write]

  • can_be_damaged (bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. see: https://www.unrealengine.com/blog/damage-in-ue4 see: 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

  • content_bundle_guid (Guid): [Read-Write] The GUID for this actor’s content bundle.

  • curl_noise_force_enabled (bool): [Read-Write] Enable curl noise force to allow each clone instance to add random location variation

  • curl_noise_force_frequency (float): [Read-Write]

  • curl_noise_force_strength (float): [Read-Write]

  • 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.

  • data_layer_assets (Array[DataLayerAsset]): [Read-Write]

  • data_layers (Array[ActorDataLayer]): [Read-Only] DataLayers the actor belongs to.

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate see: UpdateOverlapsMethodDuringLevelStreaming

  • easing (CEClonerEasing): [Read-Write] Weight easing function applied to lerp transforms

  • enable_auto_lod_generation (bool): [Read-Write] Whether this actor should be considered or not during HLOD generation.

  • enabled (bool): [Read-Write] Is this effector enabled/disabled on linked cloners

  • external_data_layer_asset (ExternalDataLayerAsset): [Read-Only]

  • 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.

  • frequency (float): [Read-Write] Intensity of the noise field

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. see: UpdateOverlapsMethodDuringLevelStreaming

  • gravity_force_acceleration (Vector): [Read-Write]

  • gravity_force_enabled (bool): [Read-Write] Enable gravity force to pull particles based on an acceleration vector

  • hidden (bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. see: SetActorHiddenInGame()

  • hlod_layer (HLODLayer): [Read-Write] The UHLODLayer in which this actor should be included.

  • 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.

  • inner_extent (Vector): [Read-Write] Inner extent of box, all clones inside will be affected with a maximum weight

  • inner_radius (float): [Read-Write] Inner radius of sphere, all clones inside will be affected with a maximum weight

  • 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

  • is_main_world_only (bool): [Read-Write] If checked, this Actor will only get loaded in a main world (persistent level), it will not be loaded through Level Instances.

  • is_spatially_loaded (bool): [Read-Write] Determine if this actor is spatially loaded when placed in a partitioned world.

    If true, this actor will be loaded when in the range of any streaming sources and if (1) in no data layers, or (2) one or more of its data layers are enabled. If false, this actor will be loaded if (1) in no data layers, or (2) one or more of its data layers are enabled.

  • layers (Array[Name]): [Read-Write] Layers the actor belongs to. This is outside of the editoronly data to allow hiding of LD-specified layers at runtime for profiling.

  • location_strength (Vector): [Read-Write] Amplitude of the noise field for location

  • magnitude (float): [Read-Write] The ratio effect of the effector on clones

  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • mode (CEClonerEffectorMode): [Read-Write] Mode of effector for each clones instances

  • 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

  • offset (Vector): [Read-Write] Offset applied on affected clones

  • 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. note: 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. note: 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. note: 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.

  • orientation_force_enabled (bool): [Read-Write] Enable orientation force to allow each clone instance to rotate around its pivot

  • orientation_force_max (Vector): [Read-Write]

  • orientation_force_min (Vector): [Read-Write]

  • orientation_force_rate (float): [Read-Write]

  • outer_extent (Vector): [Read-Write] Outer extent of box, all clones outside will not be affected

  • outer_radius (float): [Read-Write] Outer radius of sphere, all clones outside will not be affected

  • pan (Vector): [Read-Write] Panning to offset the noise field sampling

  • physics_replication_mode (PhysicsReplicationMode): [Read-Write] Which mode to replicate physics through for this actor. Only relevant if the actor replicates movement and has a component that simulate physics.

  • pivot_offset (Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor

  • plane_spacing (float): [Read-Write] Plane spacing, everything inside this zone will be affected

  • 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. see: https://docs.unrealengine.com/API/Runtime/Engine/Engine/FTickFunction see: 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

  • remote_role (NetRole): [Read-Only] Describes how much control the remote machine has over the actor.

  • 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. see: SetReplicates() see: https://docs.unrealengine.com/InteractiveExperiences/Networking/Actors

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects and the replicated actor components list When false the replication system will instead call the virtual ReplicateSubobjects() function where the subobjects and actor components need to be manually replicated.

  • 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 see: SetReplicates()

  • role (NetRole): [Read-Only] Describes how much control the local machine has over the actor.

  • 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

  • rotation (Rotator): [Read-Write] Rotation applied on affected clones

  • rotation_strength (Rotator): [Read-Write] Amplitude of the noise field for rotation

  • runtime_grid (Name): [Read-Write] Determine in which partition grid this actor will be placed in the partition (if the world is partitioned). If None, the decision will be left to the partition.

  • scale (Vector): [Read-Write] Scale applied on affected clones

  • scale_strength (Vector): [Read-Write] Amplitude of the noise field for scale

  • 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.

  • target_actor_weak (Actor): [Read-Write] The actor to track when mode is set to target

  • type (CEClonerEffectorType): [Read-Write] Type of effector to apply on cloners instances

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. see: bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming()

  • visualizer_sprite_visible (bool): [Read-Write] Toggle the sprite to visualize and click on this effector

  • visualizer_thickness (float): [Read-Write] Thickness of components visualizers

  • vortex_force_amount (float): [Read-Write]

  • vortex_force_axis (Vector): [Read-Write]

  • vortex_force_enabled (bool): [Read-Write] Enable vortex force to allow each clone instance to rotate around a specific axis on the cloner pivot

property attraction_force_enabled: bool

[Read-Write] Enable attraction force to allow each clone instances to gravitate toward a location

Type:

(bool)

property attraction_force_falloff: float

[Read-Write]

Type:

(float)

property attraction_force_strength: float

[Read-Write]

Type:

(float)

property curl_noise_force_enabled: bool

[Read-Write] Enable curl noise force to allow each clone instance to add random location variation

Type:

(bool)

property curl_noise_force_frequency: float

[Read-Write]

Type:

(float)

property curl_noise_force_strength: float

[Read-Write]

Type:

(float)

property easing: CEClonerEasing

[Read-Write] Weight easing function applied to lerp transforms

Type:

(CEClonerEasing)

property enabled: bool

[Read-Write] Is this effector enabled/disabled on linked cloners

Type:

(bool)

property frequency: float

[Read-Write] Intensity of the noise field

Type:

(float)

get_attraction_force_enabled() bool

Get Attraction Force Enabled

Return type:

bool

get_attraction_force_falloff() float

Get Attraction Force Falloff

Return type:

float

get_attraction_force_strength() float

Get Attraction Force Strength

Return type:

float

get_curl_noise_force_enabled() bool

Get Curl Noise Force Enabled

Return type:

bool

get_curl_noise_force_frequency() float

Get Curl Noise Force Frequency

Return type:

float

get_curl_noise_force_strength() float

Get Curl Noise Force Strength

Return type:

float

get_easing() CEClonerEasing

Get Easing

Return type:

CEClonerEasing

get_enabled() bool

Get Enabled

Return type:

bool

get_frequency() float

Get Frequency

Return type:

float

get_gravity_force_acceleration() Vector

Get Gravity Force Acceleration

Return type:

Vector

get_gravity_force_enabled() bool

Get Gravity Force Enabled

Return type:

bool

get_inner_extent() Vector

Get Inner Extent

Return type:

Vector

get_inner_radius() float

Get Inner Radius

Return type:

float

get_location_strength() Vector

Get Location Strength

Return type:

Vector

get_magnitude() float

Get Magnitude

Return type:

float

get_mode() CEClonerEffectorMode

Get Mode

Return type:

CEClonerEffectorMode

get_offset() Vector

Get Offset

Return type:

Vector

get_orientation_force_enabled() bool

Get Orientation Force Enabled

Return type:

bool

get_orientation_force_max() Vector

Get Orientation Force Max

Return type:

Vector

get_orientation_force_min() Vector

Get Orientation Force Min

Return type:

Vector

get_orientation_force_rate() float

Get Orientation Force Rate

Return type:

float

get_outer_extent() Vector

Get Outer Extent

Return type:

Vector

get_outer_radius() float

Get Outer Radius

Return type:

float

get_pan() Vector

Get Pan

Return type:

Vector

get_plane_spacing() float

Get Plane Spacing

Return type:

float

get_rotation() Rotator

Get Rotation

Return type:

Rotator

get_rotation_strength() Rotator

Get Rotation Strength

Return type:

Rotator

get_scale() Vector

Get Scale

Return type:

Vector

get_scale_strength() Vector

Get Scale Strength

Return type:

Vector

get_target_actor() Actor

Get Target Actor

Return type:

Actor

get_type() CEClonerEffectorType

Get Type

Return type:

CEClonerEffectorType

get_visualizer_sprite_visible() bool

Get Visualizer Sprite Visible

Return type:

bool

get_visualizer_thickness() float

Get Visualizer Thickness

Return type:

float

get_vortex_force_amount() float

Get Vortex Force Amount

Return type:

float

get_vortex_force_axis() Vector

Get Vortex Force Axis

Return type:

Vector

get_vortex_force_enabled() bool

Get Vortex Force Enabled

Return type:

bool

property gravity_force_acceleration: Vector

[Read-Write]

Type:

(Vector)

property gravity_force_enabled: bool

[Read-Write] Enable gravity force to pull particles based on an acceleration vector

Type:

(bool)

property inner_extent: Vector

[Read-Write] Inner extent of box, all clones inside will be affected with a maximum weight

Type:

(Vector)

property inner_radius: float

[Read-Write] Inner radius of sphere, all clones inside will be affected with a maximum weight

Type:

(float)

property location_strength: Vector

[Read-Write] Amplitude of the noise field for location

Type:

(Vector)

property magnitude: float

[Read-Write] The ratio effect of the effector on clones

Type:

(float)

property mode: CEClonerEffectorMode

[Read-Write] Mode of effector for each clones instances

Type:

(CEClonerEffectorMode)

property offset: Vector

[Read-Write] Offset applied on affected clones

Type:

(Vector)

property orientation_force_enabled: bool

[Read-Write] Enable orientation force to allow each clone instance to rotate around its pivot

Type:

(bool)

property orientation_force_max: Vector

[Read-Write]

Type:

(Vector)

property orientation_force_min: Vector

[Read-Write]

Type:

(Vector)

property orientation_force_rate: float

[Read-Write]

Type:

(float)

property outer_extent: Vector

[Read-Write] Outer extent of box, all clones outside will not be affected

Type:

(Vector)

property outer_radius: float

[Read-Write] Outer radius of sphere, all clones outside will not be affected

Type:

(float)

property pan: Vector

[Read-Write] Panning to offset the noise field sampling

Type:

(Vector)

property plane_spacing: float

[Read-Write] Plane spacing, everything inside this zone will be affected

Type:

(float)

property rotation: Rotator

[Read-Write] Rotation applied on affected clones

Type:

(Rotator)

property rotation_strength: Rotator

[Read-Write] Amplitude of the noise field for rotation

Type:

(Rotator)

property scale: Vector

[Read-Write] Scale applied on affected clones

Type:

(Vector)

property scale_strength: Vector

[Read-Write] Amplitude of the noise field for scale

Type:

(Vector)

set_attraction_force_enabled(force_enabled) None

Set Attraction Force Enabled

Parameters:

force_enabled (bool) –

set_attraction_force_falloff(force_falloff) None

Set Attraction Force Falloff

Parameters:

force_falloff (float) –

set_attraction_force_strength(force_strength) None

Set Attraction Force Strength

Parameters:

force_strength (float) –

set_curl_noise_force_enabled(force_enabled) None

Set Curl Noise Force Enabled

Parameters:

force_enabled (bool) –

set_curl_noise_force_frequency(force_curl_noise_frequency) None

Set Curl Noise Force Frequency

Parameters:

force_curl_noise_frequency (float) –

set_curl_noise_force_strength(force_curl_noise_strength) None

Set Curl Noise Force Strength

Parameters:

force_curl_noise_strength (float) –

set_easing(easing) None

Set Easing

Parameters:

easing (CEClonerEasing) –

set_enabled(enable) None

Set Enabled

Parameters:

enable (bool) –

set_frequency(frequency) None

Set Frequency

Parameters:

frequency (float) –

set_gravity_force_acceleration(acceleration) None

Set Gravity Force Acceleration

Parameters:

acceleration (Vector) –

set_gravity_force_enabled(force_enabled) None

Set Gravity Force Enabled

Parameters:

force_enabled (bool) –

set_inner_extent(extent) None

Set Inner Extent

Parameters:

extent (Vector) –

set_inner_radius(radius) None

Set Inner Radius

Parameters:

radius (float) –

set_location_strength(strength) None

Set Location Strength

Parameters:

strength (Vector) –

set_magnitude(magnitude) None

Set Magnitude

Parameters:

magnitude (float) –

set_mode(mode) None

Set Mode

Parameters:

mode (CEClonerEffectorMode) –

set_offset(offset) None

Set Offset

Parameters:

offset (Vector) –

set_orientation_force_enabled(force_enabled) None

Set Orientation Force Enabled

Parameters:

force_enabled (bool) –

set_orientation_force_max(force_orientation_max) None

Set Orientation Force Max

Parameters:

force_orientation_max (Vector) –

set_orientation_force_min(force_orientation_min) None

Set Orientation Force Min

Parameters:

force_orientation_min (Vector) –

set_orientation_force_rate(force_orientation_rate) None

Set Orientation Force Rate

Parameters:

force_orientation_rate (float) –

set_outer_extent(extent) None

Set Outer Extent

Parameters:

extent (Vector) –

set_outer_radius(radius) None

Set Outer Radius

Parameters:

radius (float) –

set_pan(pan) None

Set Pan

Parameters:

pan (Vector) –

set_plane_spacing(spacing) None

Set Plane Spacing

Parameters:

spacing (float) –

set_rotation(rotation) None

Set Rotation

Parameters:

rotation (Rotator) –

set_rotation_strength(strength) None

Set Rotation Strength

Parameters:

strength (Rotator) –

set_scale(scale) None

Set Scale

Parameters:

scale (Vector) –

set_scale_strength(strength) None

Set Scale Strength

Parameters:

strength (Vector) –

set_target_actor(target_actor) None

Set Target Actor

Parameters:

target_actor (Actor) –

set_type(type) None

Set Type

Parameters:

type (CEClonerEffectorType) –

set_visualizer_sprite_visible(visible) None

Set Visualizer Sprite Visible

Parameters:

visible (bool) –

set_visualizer_thickness(thickness) None

Set Visualizer Thickness

Parameters:

thickness (float) –

set_vortex_force_amount(force_vortex_amount) None

Set Vortex Force Amount

Parameters:

force_vortex_amount (float) –

set_vortex_force_axis(force_vortex_axis) None

Set Vortex Force Axis

Parameters:

force_vortex_axis (Vector) –

set_vortex_force_enabled(force_enabled) None

Set Vortex Force Enabled

Parameters:

force_enabled (bool) –

property target_actor_weak: Actor

[Read-Write] The actor to track when mode is set to target

Type:

(Actor)

property type: CEClonerEffectorType

[Read-Write] Type of effector to apply on cloners instances

Type:

(CEClonerEffectorType)

property visualizer_sprite_visible: bool

[Read-Write] Toggle the sprite to visualize and click on this effector

Type:

(bool)

property visualizer_thickness: float

[Read-Write] Thickness of components visualizers

Type:

(float)

property vortex_force_amount: float

[Read-Write]

Type:

(float)

property vortex_force_axis: Vector

[Read-Write]

Type:

(Vector)

property vortex_force_enabled: bool

[Read-Write] Enable vortex force to allow each clone instance to rotate around a specific axis on the cloner pivot

Type:

(bool)