unreal.GoogleVRWidgetInteractionComponent

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

Bases: unreal.WidgetInteractionComponent

Google VRWidget Interaction Component

C++ Source:

  • Plugin: GoogleVRController
  • Module: GoogleVRController
  • File: GoogleVRWidgetInteractionComponent.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.
  • debug_color (LinearColor): [Read-Write] Determines the color of the debug lines.
  • 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
  • enable_hit_testing (bool): [Read-Write] Should the interaction component perform hit testing (Automatic or Custom) and attempt to simulate hover - if you were going to emulate a keyboard you would want to turn this option off if the virtual keyboard was separate from the virtual pointer device and used a second interaction component.
  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.
  • interaction_distance (float): [Read-Write] The distance in game units the component should be able to interact with a widget component.
  • interaction_source (WidgetInteractionSource): [Read-Write] Should we project from the world location of the component? If you set this to false, you’ll need to call SetCustomHitResult(), and provide the result of a custom hit test form whatever location you wish.
  • 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
  • on_hovered_widget_changed (OnHoveredWidgetChanged): [Read-Write] Called when the hovered Widget Component changes. The interaction component functions at the Slate level - so it’s unable to report anything about what UWidget is under the hit result.
  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *
  • pointer_index (float): [Read-Write] Each user virtual controller or virtual finger tips being simulated should use a different pointer index.
  • 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!
  • 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():
  • show_debug (bool): [Read-Write] Shows some debugging lines and a hit sphere to help you debug interactions.
  • trace_channel (CollisionChannel): [Read-Write] The trace channel to use when tracing for widget components in the world.
  • 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.
  • virtual_user_index (int32): [Read-Write] Represents the Virtual User Index. Each virtual user should be represented by a different index number, this will maintain separate capture and focus states for them. Each controller or finger-tip should get a unique PointerIndex.
  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.