unreal.PropertyAnimatorCoreComponent
¶
- class unreal.PropertyAnimatorCoreComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
A container for controllers that holds properties in this actor
C++ Source:
Plugin: PropertyAnimatorCore
Module: PropertyAnimatorCore
File: PropertyAnimatorCoreComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
animators
(Set[PropertyAnimatorCoreBase]): [Read-Write] Animators linked to this actor, they contain only properties within this actoranimators_enabled
(bool): [Read-Write] Global state for all animators controlled by this componentanimators_magnitude
(float): [Read-Write] Global magnitude for all animators controlled by this componentasset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_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 navigationcomponent_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 classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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!