unreal.GoogleVRLaserVisualComponent

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

Bases: unreal.GoogleVRLaserVisual

Google VRLaser Visual Component

C++ Source:

  • Plugin: GoogleVRController
  • Module: GoogleVRController
  • File: GoogleVRLaserVisualComponent.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.
  • controller_reticle_material (MaterialInterface): [Read-Write] Material used for the reticle billboard.
  • default_reticle_distance (float): [Read-Write] Distance from the pointer that the reticle will be drawn at when hitting nothing.
  • 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
  • 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
  • laser_distance_max (float): [Read-Write] Maximum distance of the pointer (in meters).
  • laser_plane_mesh (StaticMesh): [Read-Write] Static mesh used to represent the laser.
  • max_pointer_distance (float): [Read-Write] Distance from the pointer that raycast hits will be detected.
  • 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)
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
  • reticle_size (float): [Read-Write] Size of the reticle (in meters) as seen from 1 meter
  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. GetPhysicsVolume():
  • translucent_sort_priority (int32): [Read-Write] TranslucentSortPriority to use when rendering. The reticle, the laser, and the controller mesh use TranslucentSortPriority. The controller touch point mesh uses TranslucentSortPriority+1, this makes sure that the touch point doesn’t z-fight with the controller mesh.
  • 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.
controller_reticle_material

(MaterialInterface) – [Read-Write] Material used for the reticle billboard.

default_reticle_distance

(float) – [Read-Write] Distance from the pointer that the reticle will be drawn at when hitting nothing.

get_laser() → GoogleVRLaserPlaneComponent

Get the Laser Plane Component. Can be used if you desire to modify the laser at runtime

Returns:Laser Plane Component.
Return type:GoogleVRLaserPlaneComponent
get_laser_material() → MaterialInstanceDynamic

Get the MaterialInstanceDynamic used to represent the laser material. Can be used if you desire to modify the laser at runtime (i.e. change laser color when pointing at object).

Returns:laser dynamic material instance.
Return type:MaterialInstanceDynamic
get_reticle() → MaterialBillboardComponent

Get the MaterialBillboardComponent used to represent the reticle. Can be used if you desire to modify the reticle at runtime

Returns:reticle billboard component.
Return type:MaterialBillboardComponent
laser_distance_max

(float) – [Read-Write] Maximum distance of the pointer (in meters).

laser_plane_mesh

(StaticMesh) – [Read-Write] Static mesh used to represent the laser.

max_pointer_distance

(float) – [Read-Write] Distance from the pointer that raycast hits will be detected.

reticle_size

(float) – [Read-Write] Size of the reticle (in meters) as seen from 1 meter

set_pointer_distance(distance, world_to_meters_scale, camera_location) → None

Set the distance of the pointer. This will update the distance of the laser and the reticle based upon the min and max distances.

Parameters:
  • distance (float) – new distance
  • world_to_meters_scale (float) –
  • camera_location (Vector) –
translucent_sort_priority

(int32) – [Read-Write] TranslucentSortPriority to use when rendering. The reticle, the laser, and the controller mesh use TranslucentSortPriority. The controller touch point mesh uses TranslucentSortPriority+1, this makes sure that the touch point doesn’t z-fight with the controller mesh.