unreal.XRCreativeITFComponent
¶
- class unreal.XRCreativeITFComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
XRCreative ITFComponent
C++ Source:
Plugin: XRCreativeFramework
Module: XRCreative
File: XRCreativeITFComponent.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 navigationcan_select_predicate
(CanSelectActorPredicate): [Read-Write]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 classfull_trs_gizmo_actor_class
(type(Class)): [Read-Write]is_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 deactivatedon_redo
(OnUndoRedo): [Read-Write]on_undo
(OnUndoRedo): [Read-Write]primary_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!unselectable_actor_classes
(Array[type(Class)]): [Read-Write]
- property can_select_predicate: CanSelectActorPredicate¶
[Read-Write]
- Type:
- get_current_coordinate_system() ToolContextCoordinateSystem ¶
Get Current Coordinate System
- Return type:
- get_current_transform_gizmo_mode() ToolContextTransformGizmoMode ¶
Get Current Transform Gizmo Mode
- Return type:
- get_selection_set() TypedElementSelectionSet ¶
Get Selection Set
- Return type:
- property on_redo: OnUndoRedo¶
[Read-Write]
- Type:
(OnUndoRedo)
- property on_undo: OnUndoRedo¶
[Read-Write]
- Type:
(OnUndoRedo)
- set_current_coordinate_system(coord_system) None ¶
Set Current Coordinate System
- Parameters:
coord_system (ToolContextCoordinateSystem) –
- set_current_transform_gizmo_mode(gizmo_mode) None ¶
Set Current Transform Gizmo Mode
- Parameters:
gizmo_mode (ToolContextTransformGizmoMode) –