unreal.LiveLinkDrivenComponent

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

Bases: ActorComponent

A component that applies data from Live Link to the owning actor

C++ Source:

  • Plugin: LiveLink

  • Module: LiveLink

  • File: LiveLinkDrivenComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_transform_bone (Name): [Read-Write] The name of the bone to drive the actors transform with (if None then we will take the first bone)

  • 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

  • modify_actor_transform (bool): [Read-Write] Should the actors transform be driven by live link

  • 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

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

  • 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!

  • set_relative_location (bool): [Read-Write] Should the transform from live link be treated as relative or world space

  • subject_name (LiveLinkSubjectName): [Read-Write] The name of the live link subject to take data from