unreal.WorldPartitionStreamingSourceComponent
¶
- class unreal.WorldPartitionStreamingSourceComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
World Partition Streaming Source Component
C++ Source:
Module: Engine
File: WorldPartitionStreamingSourceComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_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.debug_color
(Color): [Read-Write] Color used for debugging.default_visualizer_loading_range
(float): [Read-Write] Value used by debug visualizer when grid loading range is chosen.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 Componentpriority
(StreamingSourcePriority): [Read-Write]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!shapes
(Array[StreamingSourceShape]): [Read-Write] Optional aggregated shape list used to build a custom shape for the streaming source. When empty, fallbacks sphere shape with a radius equal to grid’s loading range.streaming_source_enabled
(bool): [Read-Write] Whether this component is enabled or nottarget_behavior
(StreamingSourceTargetBehavior): [Read-Write] When TargetGrids or TargetHLODLayers are specified, this indicates the behavior.target_grid
(Name): [Read-Write] deprecated: Use TargetGrids instead.target_grids
(Array[Name]): [Read-Write] Optional target grids affected by streaming source.target_hlod_layer
(HLODLayer): [Read-Write] deprecated: Use TargetHLODLayers instead.target_hlod_layers
(Array[HLODLayer]): [Read-Write] Optional target HLODLayers affected by the streaming source. deprecated: Use TargetGrids instead.target_state
(StreamingSourceTargetState): [Read-Write]
- is_streaming_completed() bool ¶
Returns true if streaming is completed for this streaming source component.
- Return type:
- property priority: StreamingSourcePriority¶
[Read-Write]
- Type:
- property shapes: None¶
[Read-Write] Optional aggregated shape list used to build a custom shape for the streaming source. When empty, fallbacks sphere shape with a radius equal to grid’s loading range.
- Type:
- property streaming_source_enabled: bool¶
[Read-Write] Whether this component is enabled or not
- Type:
(bool)
- property target_behavior: StreamingSourceTargetBehavior¶
[Read-Write] When TargetGrids or TargetHLODLayers are specified, this indicates the behavior.
- Type: