unreal.MockDataMeshTrackerComponent

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

Bases: unreal.SceneComponent

The MeshTrackerComponent class manages requests for environmental mesh data, processes the results and provides them to the calling system. The calling system is able request environmental mesh data within a specified area. Various other search criteria can be set via this class’s public properties. Mesh data requests are processed on a separate thread. Once a mesh data request has been processed the calling system will be notified via an FOnMeshTrackerUpdated broadcast.

C++ Source:

  • Module: MRMesh
  • File: MockDataMeshTrackerComponent.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.
  • block_vertex_colors (Array(Color)): [Read-Write] Colors through which we cycle when setting vertex color by block.
  • 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.
  • 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
  • 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_mesh_tracker_updated (OnMockDataMeshTrackerUpdated): [Read-Write] Activated whenever new information about this mesh tracker is detected.
  • 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!
  • request_normals (bool): [Read-Write] If true, the system will generate normals for the triangle vertices.
  • request_vertex_confidence (bool): [Read-Write] If true, the system will generate the mesh confidence values for the triangle vertices. These confidence values can be used to determine if the user needs to scan more.
  • scan_world (bool): [Read-Write] Set to true to start scanning the world for meshes.
  • 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():
  • update_interval (float): [Read-Write] Update Interval in Seconds.
  • 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.
  • vertex_color_from_confidence_one (LinearColor): [Read-Write] Color mapped to confidence value of one.
  • vertex_color_from_confidence_zero (LinearColor): [Read-Write] Color mapped to confidence value of zero.
  • vertex_color_mode (MeshTrackerVertexColorMode): [Read-Write] Vertex Colors can be unused, or filled with several types of information.
  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
block_vertex_colors

(Array(Color)) – [Read-Write] Colors through which we cycle when setting vertex color by block.

connect_mr_mesh(mr_mesh_ptr) → None

Sets the procedural mesh component that will store and display the environmental mesh results.

Parameters:mr_mesh_ptr (MRMeshComponent) – The procedural mesh component to store the query result in.
disconnect_mr_mesh(mr_mesh_ptr) → None

Unlinks the current procedural mesh component from the mesh tracking system.

Parameters:mr_mesh_ptr (MRMeshComponent) – The procedural mesh component to unlink from the mesh tracking system.
on_mesh_tracker_updated

(OnMockDataMeshTrackerUpdated) – [Read-Write] Activated whenever new information about this mesh tracker is detected.

request_normals

(bool) – [Read-Write] If true, the system will generate normals for the triangle vertices.

request_vertex_confidence

(bool) – [Read-Write] If true, the system will generate the mesh confidence values for the triangle vertices. These confidence values can be used to determine if the user needs to scan more.

scan_world

(bool) – [Read-Write] Set to true to start scanning the world for meshes.

update_interval

(float) – [Read-Write] Update Interval in Seconds.

vertex_color_from_confidence_one

(LinearColor) – [Read-Write] Color mapped to confidence value of one.

vertex_color_from_confidence_zero

(LinearColor) – [Read-Write] Color mapped to confidence value of zero.

vertex_color_mode

(MeshTrackerVertexColorMode) – [Read-Write] Vertex Colors can be unused, or filled with several types of information.