unreal.DecalComponent

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

Bases: SceneComponent

A material that is rendered onto the surface of a mesh. A kind of ‘bumper sticker’ for a model. see: https://docs.unrealengine.com/latest/INT/Engine/Actors/DecalActor see: UDecalActor

C++ Source:

  • Module: Engine

  • File: DecalComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (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.

  • decal_color (LinearColor): [Read-Write] Decal color, can be accessed using the material Decal Color node.

  • decal_material (MaterialInterface): [Read-Write] Decal material.

  • decal_size (Vector): [Read-Write] Decal size in local space (does not include the component scale), technically redundant but there for convenience

  • destroy_owner_after_fade (bool): [Read-Write] Automatically destroys the owning actor after fully fading out.

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

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

  • fade_duration (float): [Read-Write] Time in seconds for the decal to fade out. Set fade duration and start delay to 0 to make persistent. Only fades in active simulation or game.

  • fade_in_duration (float): [Read-Write]

  • fade_in_start_delay (float): [Read-Write]

  • fade_screen_size (float): [Read-Write]

  • fade_start_delay (float): [Read-Write] Time in seconds to wait before beginning to fade out the decal. Set fade duration and start delay to 0 to make persistent.

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

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

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • 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

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • 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!

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • sort_order (int32): [Read-Write] Controls the order in which decal elements are rendered. Higher values draw later (on top). Setting many different sort orders on many different decals prevents sorting by state and can reduce performance.

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

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

create_dynamic_material_instance() MaterialInstanceDynamic

Utility to allocate a new Dynamic Material Instance, set its parent to the currently applied material, and assign it

Return type:

MaterialInstanceDynamic

create_mid_for_decal() MaterialInstanceDynamic

deprecated: ‘create_mid_for_decal’ was renamed to ‘create_dynamic_material_instance’.

property decal_color: LinearColor

[Read-Only] Decal color, can be accessed using the material Decal Color node.

Type:

(LinearColor)

property decal_material: MaterialInterface

[Read-Only] Decal material.

Type:

(MaterialInterface)

property decal_size: Vector

[Read-Only] Decal size in local space (does not include the component scale), technically redundant but there for convenience

Type:

(Vector)

property destroy_owner_after_fade: bool

[Read-Only] Automatically destroys the owning actor after fully fading out.

Type:

(bool)

property fade_duration: float

[Read-Only] Time in seconds for the decal to fade out. Set fade duration and start delay to 0 to make persistent. Only fades in active simulation or game.

Type:

(float)

property fade_in_duration: float

[Read-Only]

Type:

(float)

property fade_in_start_delay: float

[Read-Only]

Type:

(float)

property fade_screen_size: float

[Read-Only]

Type:

(float)

property fade_start_delay: float

[Read-Only] Time in seconds to wait before beginning to fade out the decal. Set fade duration and start delay to 0 to make persistent.

Type:

(float)

get_decal_material() MaterialInterface

Accessor for decal material

Return type:

MaterialInterface

get_fade_duration() float

Get Fade Duration

Return type:

float

get_fade_in_duration() float

Get Fade in Duration

Return type:

float

get_fade_in_start_delay() float

Get Fade in Start Delay

Return type:

float

get_fade_start_delay() float

Get Fade Start Delay

Return type:

float

set_decal_color(color) None

Sets the decal color.

Parameters:

color (LinearColor) –

set_decal_material(new_decal_material) None

setting decal material on decal component. This will force the decal to reattach

Parameters:

new_decal_material (MaterialInterface) –

set_fade_in(start_delay, duration) None

Set Fade In

Parameters:
set_fade_out(start_delay, duration, destroy_owner_after_fade=True) None

Sets the decal’s fade start time, duration and if the owning actor should be destroyed after the decal is fully faded out. The default value of 0 for FadeStartDelay and FadeDuration makes the decal persistent. See DecalLifetimeOpacity material node to control the look of “fading out.”

Parameters:
  • start_delay (float) – Time in seconds to wait before beginning to fade out the decal.

  • duration (float) – Time in second for the decal to fade out.

  • destroy_owner_after_fade (bool) – Should the owning actor automatically be destroyed after it is completely faded out.

set_fade_screen_size(new_fade_screen_size) None

Set the FadeScreenSize for this decal component

Parameters:

new_fade_screen_size (float) –

set_sort_order(value) None

Sets the sort order for the decal component. Higher values draw later (on top). This will force the decal to reattach

Parameters:

value (int32) –

property sort_order: int

[Read-Only] Controls the order in which decal elements are rendered. Higher values draw later (on top). Setting many different sort orders on many different decals prevents sorting by state and can reduce performance.

Type:

(int32)