unreal.GoogleVRLaserVisualComponent?

class unreal.GoogleVRLaserVisualComponent(outer=None, name='None')?

Bases: unreal.GoogleVRLaserVisual

Google VRLaser Visual Component

C++ Source:

  • Plugin: GoogleVRController
  • Module: GoogleVRController
  • File: GoogleVRLaserVisualComponent.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.
  • 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.
  • controller_reticle_material (MaterialInterface): [Read-Write] Material used for the reticle billboard.
  • default_reticle_distance (float): [Read-Write] Distance from the pointer that the reticle will be drawn at when hitting nothing.
  • 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
  • laser_distance_max (float): [Read-Write] Maximum distance of the pointer (in meters).
  • laser_plane_mesh (StaticMesh): [Read-Write] Static mesh used to represent the laser.
  • max_pointer_distance (float): [Read-Write] Distance from the pointer that raycast hits will be detected.
  • 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
  • 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!
  • reticle_size (float): [Read-Write] Size of the reticle (in meters) as seen from 1 meter
  • 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():
  • translucent_sort_priority (int32): [Read-Write] TranslucentSortPriority to use when rendering. The reticle, the laser, and the controller mesh use TranslucentSortPriority. The controller touch point mesh uses TranslucentSortPriority+1, this makes sure that the touch point doesn’t z-fight with the controller mesh.
  • 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.
  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
controller_reticle_material?

(MaterialInterface) – [Read-Write] Material used for the reticle billboard.

default_reticle_distance?

(float) – [Read-Write] Distance from the pointer that the reticle will be drawn at when hitting nothing.

get_laser() → GoogleVRLaserPlaneComponent?

Get the Laser Plane Component. Can be used if you desire to modify the laser at runtime

Returns:Laser Plane Component.
Return type:GoogleVRLaserPlaneComponent
get_laser_material() → MaterialInstanceDynamic?

Get the MaterialInstanceDynamic used to represent the laser material. Can be used if you desire to modify the laser at runtime (i.e. change laser color when pointing at object).

Returns:laser dynamic material instance.
Return type:MaterialInstanceDynamic
get_reticle() → MaterialBillboardComponent?

Get the MaterialBillboardComponent used to represent the reticle. Can be used if you desire to modify the reticle at runtime

Returns:reticle billboard component.
Return type:MaterialBillboardComponent
laser_distance_max?

(float) – [Read-Write] Maximum distance of the pointer (in meters).

laser_plane_mesh?

(StaticMesh) – [Read-Write] Static mesh used to represent the laser.

max_pointer_distance?

(float) – [Read-Write] Distance from the pointer that raycast hits will be detected.

reticle_size?

(float) – [Read-Write] Size of the reticle (in meters) as seen from 1 meter

set_pointer_distance(distance, world_to_meters_scale, camera_location) → None?

Set the distance of the pointer. This will update the distance of the laser and the reticle based upon the min and max distances.

Parameters:
  • distance (float) – new distance
  • world_to_meters_scale (float) –
  • camera_location (Vector) –
translucent_sort_priority?

(int32) – [Read-Write] TranslucentSortPriority to use when rendering. The reticle, the laser, and the controller mesh use TranslucentSortPriority. The controller touch point mesh uses TranslucentSortPriority+1, this makes sure that the touch point doesn’t z-fight with the controller mesh.