unreal.LiveLinkComponent

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

Bases: unreal.ActorComponent

An actor component to enable accessing LiveLink data in Blueprints. Data can be accessed in Editor through the “OnLiveLinkUpdated” event. Any Skeletal Mesh Components on the parent will be set to animate in editor causing their AnimBPs to run.

C++ Source:

  • Plugin: LiveLink
  • Module: LiveLink
  • File: LiveLinkComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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.
  • 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
  • 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_live_link_updated (LiveLinkTickSignature): [Read-Write] This Event is triggered any time new LiveLink data is available, including in the editor
  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component
  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
get_available_subject_names() -> Array(Name)

Returns a list of available Subject Names for LiveLink

Returns:subject_names (Array(Name)):
Return type:Array(Name)
get_subject_data(subject_name) -> (success=bool, subject_frame_handle=SubjectFrameHandle)

Returns a handle to the current frame of data in LiveLink for a given subject along with a boolean for whether a frame was found. Returns a handle to an empty frame if no frame of data is found.

Parameters:subject_name (Name) –
Returns:success (bool):

subject_frame_handle (SubjectFrameHandle):

Return type:tuple
get_subject_data_at_scene_time(subject_name, scene_time) -> (success=bool, subject_frame_handle=SubjectFrameHandle)

Returns a handle to the frame of data in LiveLink for a given subject at the specified time along with a boolean for whether a frame was found. Returns a handle to an empty frame if no frame of data is found.

Parameters:
Returns:

success (bool):

subject_frame_handle (SubjectFrameHandle):

Return type:

tuple

get_subject_data_at_world_time(subject_name, world_time) -> (success=bool, subject_frame_handle=SubjectFrameHandle)

Returns a handle to the current frame of data in LiveLink for a given subject along with a boolean for whether a frame was found. Returns a handle to an empty frame if no frame of data is found.

Parameters:
  • subject_name (Name) –
  • world_time (float) –
Returns:

success (bool):

subject_frame_handle (SubjectFrameHandle):

Return type:

tuple

(LiveLinkTickSignature) – [Read-Write] This Event is triggered any time new LiveLink data is available, including in the editor