unreal.PixelStreamingStreamerComponent

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

Bases: ActorComponent

Pixel Streaming Streamer Component

C++ Source:

  • Plugin: PixelStreaming

  • Module: PixelStreamingBlueprint

  • File: PixelStreamingStreamerComponent.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

  • asset_user_data_editor_only (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.

  • couple_framerate (bool): [Read-Write]

  • 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

  • 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!

  • signalling_server_url (str): [Read-Write]

  • stream_fps (int32): [Read-Write]

  • streamer_id (str): [Read-Write]

  • video_input (PixelStreamingStreamerVideoInput): [Read-Write]

force_key_frame() None

Force Key Frame

freeze_stream(texture) None

Freeze Stream

Parameters:

texture (Texture2D) –

get_id() str

Get Id

Return type:

str

is_signalling_connected() bool

Is Signalling Connected

Return type:

bool

is_streaming() bool

Is Streaming

Return type:

bool

send_player_message(type, descriptor) None

Send Player Message

Parameters:
  • type (uint8) –

  • descriptor (str) –

start_streaming() None

Start Streaming

stop_streaming() None

Stop Streaming

unfreeze_stream() None

Unfreeze Stream