unreal.LevelSequenceActor?

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

Bases: unreal.Actor

Actor responsible for controlling a specific level sequence in the world.

C++ Source:

  • Module: LevelSequence
  • File: LevelSequenceActor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • additional_event_receivers (Array(Actor)): [Read-Write] Additional Event Receivers

  • allow_tick_before_begin_play (bool): [Read-Write] Whether we allow this Actor to tick before it receives the BeginPlay event. Normally we don’t tick actors until after BeginPlay; this setting allows this behavior to be overridden. This Actor must be able to tick for this setting to be relevant.

  • always_relevant (bool): [Read-Write] Always relevant for network (overrides bOnlyRelevantToOwner).

  • auto_destroy_when_finished (bool): [Read-Write] If true then destroy self when “finished”, meaning all relevant components report that they are done and no timelines or timers are in flight.

  • auto_receive_input (AutoReceiveInput): [Read-Write] Automatically registers this actor to receive input from a player.

  • binding_overrides (MovieSceneBindingOverrides): [Read-Write] Mapping of actors to override the sequence bindings with

  • block_input (bool): [Read-Write] If true, all input on the stack below this actor will not be considered

  • burn_in_options (LevelSequenceBurnInOptions): [Read-Write] Burn in Options

  • camera_settings (LevelSequenceCameraSettings): [Read-Write] Camera Settings

  • can_be_damaged (bool): [Read-Write] Whether this actor can take damage. Must be true for damage events (e.g. ReceiveDamage()) to be called. https://www.unrealengine.com/blog/damage-in-ue4: TakeDamage(), ReceiveDamage():

  • can_be_in_cluster (bool): [Read-Write] If true, this actor can be put inside of a GC Cluster to improve Garbage Collection performance

  • custom_time_dilation (float): [Read-Write] Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor’s tick.

  • default_instance_data (Object): [Read-Write] Instance data that can be used to dynamically control sequence evaluation at runtime

  • default_update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Only] Default value taken from config file for this class when ‘UseConfigDefault’ is chosen for ‘UpdateOverlapsMethodDuringLevelStreaming’. This allows a default to be chosen per class in the matching config. For example, for Actor it could be specified in DefaultEngine.ini as:

    [/Script/Engine.Actor] DefaultUpdateOverlapsMethodDuringLevelStreaming = OnlyUpdateMovable

    Another subclass could set their default to something different, such as:

    [/Script/Engine.BlockingVolume] DefaultUpdateOverlapsMethodDuringLevelStreaming = NeverUpdate UpdateOverlapsMethodDuringLevelStreaming:

  • enable_auto_lod_generation (bool): [Read-Write] If true, and if World setting has bEnableHierarchicalLOD equal to true, then it will generate LODActor from groups of clustered Actor

  • find_camera_component_when_view_target (bool): [Read-Write] If true, this actor should search for an owned camera component to view through when used as a view target.

  • generate_overlap_events_during_level_streaming (bool): [Read-Write] If true, this actor will generate overlap Begin/End events when spawned as part of level streaming, which includes initial level load. You might enable this is in the case where a streaming level loads around an actor and you want Begin/End overlap events to trigger. UpdateOverlapsMethodDuringLevelStreaming:

  • hidden (bool): [Read-Write] Allows us to only see this Actor in the Editor, and not in the actual game. SetActorHiddenInGame():

  • ignores_origin_shifting (bool): [Read-Write] Whether this actor should not be affected by world origin shifting.

  • initial_life_span (float): [Read-Write] How long this Actor lives before dying, 0=forever. Note this is the INITIAL value and should not be modified once play has begun.

  • input_priority (int32): [Read-Write] The priority of this input component when pushed in to the stack.

  • instigator (Pawn): [Read-Write] Pawn responsible for damage and other gameplay events caused by this actor.

  • is_editor_only_actor (bool): [Read-Write] Whether this actor is editor-only. Use with care, as if this actor is referenced by anything else that reference will be NULL in cooked builds

  • level_sequence (SoftObjectPath): [Read-Write] Level Sequence

  • min_net_update_frequency (float): [Read-Write] Used to determine what rate to throttle down to when replicated properties are changing infrequently

  • net_cull_distance_squared (float): [Read-Write] Square of the max distance from the client’s viewpoint that this actor is relevant and will be replicated.

  • net_dormancy (NetDormancy): [Read-Write] Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

  • net_load_on_client (bool): [Read-Write] This actor will be loaded on network clients during map load

  • net_priority (float): [Read-Write] Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

  • net_update_frequency (float): [Read-Write] How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

  • net_use_owner_relevancy (bool): [Read-Write] If actor has valid Owner, call Owner’s IsNetRelevantFor and GetNetPriority

  • on_actor_begin_overlap (ActorBeginOverlapSignature): [Read-Write] Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.:

  • on_actor_end_overlap (ActorEndOverlapSignature): [Read-Write] Called when another actor stops overlapping this actor. Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events.:

  • on_actor_hit (ActorHitSignature): [Read-Write] Called when this Actor hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled.:

  • on_begin_cursor_over (ActorBeginCursorOverSignature): [Read-Write] Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

  • on_clicked (ActorOnClickedSignature): [Read-Write] Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

  • on_destroyed (ActorDestroyedSignature): [Read-Write] Event triggered when the actor has been explicitly destroyed.

  • on_end_cursor_over (ActorEndCursorOverSignature): [Read-Write] Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

  • on_end_play (ActorEndPlaySignature): [Read-Write] Event triggered when the actor is being deleted or removed from a level.

  • on_input_touch_begin (ActorOnInputTouchBeginSignature): [Read-Write] Called when a touch input is received over this actor when touch events are enabled in the player controller.

  • on_input_touch_end (ActorOnInputTouchEndSignature): [Read-Write] Called when a touch input is received over this component when touch events are enabled in the player controller.

  • on_input_touch_enter (ActorBeginTouchOverSignature): [Read-Write] Called when a finger is moved over this actor when touch over events are enabled in the player controller.

  • on_input_touch_leave (ActorEndTouchOverSignature): [Read-Write] Called when a finger is moved off this actor when touch over events are enabled in the player controller.

  • on_released (ActorOnReleasedSignature): [Read-Write] Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

  • on_take_any_damage (TakeAnyDamageSignature): [Read-Write] Called when the actor is damaged in any way.

  • on_take_point_damage (TakePointDamageSignature): [Read-Write] Called when the actor is damaged by point damage.

  • on_take_radial_damage (TakeRadialDamageSignature): [Read-Write] Called when the actor is damaged by radial damage.

  • only_relevant_to_owner (bool): [Read-Write] If true, this actor is only relevant to its owner. If this flag is changed during play, all non-owner channels would need to be explicitly closed.

  • optimize_bp_component_data (bool): [Read-Write] Whether to cook additional data to speed up spawn events at runtime for any Blueprint classes based on this Actor. This option may slightly increase memory usage in a cooked build.

  • override_instance_data (bool): [Read-Write] Enable specification of dynamic instance data to be supplied to the sequence during playback

  • pivot_offset (Vector): [Read-Write] Local space pivot offset for the actor, only used in the editor

  • playback_settings (MovieSceneSequencePlaybackSettings): [Read-Write] Playback Settings

  • primary_actor_tick (ActorTickFunction): [Read-Write] Primary Actor tick function, which calls TickActor(). Tick functions can be configured to control whether ticking is enabled, at what time during a frame the update occurs, and to set up tick dependencies. http://www.daysmarketla.com/latest/INT/API/Runtime/Engine/Engine/FTickFunction/: AddTickPrerequisiteActor(), AddTickPrerequisiteComponent():

  • relevant_for_level_bounds (bool): [Read-Write] If true, this actor’s component’s bounds will be included in the level’s bounding box unless the Actor’s class has overridden IsLevelBoundsRelevant

  • replay_rewindable (bool): [Read-Write] If true, this actor will only be destroyed during scrubbing if the replay is set to a time before the actor existed. Otherwise, RewindForReplay will be called if we detect the actor needs to be reset. Note, this Actor must not be destroyed by gamecode, and RollbackViaDeletion may not be used.

  • replicate_movement (bool): [Read-Write] If true, replicate movement/location related properties. Actor must also be set to replicate. SetReplicates(): http://www.daysmarketla.com/latest/INT/Gameplay/Networking/Replication/:

  • replicate_playback (bool): [Read-Write] If true, playback of this level sequence on the server will be synchronized across other clients

  • replicated_movement (RepMovement): [Read-Write] Used for replication of our RootComponent’s position and velocity

  • replicates (bool): [Read-Write] If true, this actor will replicate to remote machines SetReplicates():

  • root_component (SceneComponent): [Read-Write] The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

  • sequence_player (LevelSequencePlayer): [Read-Write] Sequence Player

  • spawn_collision_handling_method (SpawnActorCollisionHandlingMethod): [Read-Write] Controls how to handle spawning this actor in a situation where it’s colliding with something else. “Default” means AlwaysSpawn here.

  • sprite_scale (float): [Read-Write] The scale to apply to any billboard components in editor builds (happens in any WITH_EDITOR build, including non-cooked games).

  • tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing.

  • update_overlaps_method_during_level_streaming (ActorUpdateOverlapsMethod): [Read-Write] Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming. If set to ‘UseConfigDefault’, the default specified in ini (displayed in ‘DefaultUpdateOverlapsMethodDuringLevelStreaming’) will be used. If overlaps are not initialized, this actor and attached components will not have an initial state of what objects are touching it, and overlap events may only come in once one of those objects update overlaps themselves (for example when moving). However if an object touching it does initialize state, both objects will know about their touching state with each other. This can be a potentially large performance savings during level loading and streaming, and is safe if the object and others initially overlapping it do not need the overlap state because they will not trigger overlap notifications.

    Note that if ‘bGenerateOverlapEventsDuringLevelStreaming’ is true, overlaps are always updated in this case, but that flag determines whether the Begin/End overlap events are triggered. bGenerateOverlapEventsDuringLevelStreaming, DefaultUpdateOverlapsMethodDuringLevelStreaming, GetUpdateOverlapsMethodDuringLevelStreaming():

add_binding(binding, actor, allow_bindings_from_asset=False) → None?

Adds the specified actor to the overridden bindings for the specified binding ID, optionally still allowing the bindings defined in the Level Sequence asset

Parameters:
  • binding (MovieSceneObjectBindingID) – Binding to modify
  • actor (Actor) – Actor to bind
  • allow_bindings_from_asset (bool) – Allow bindings from the level sequence asset
add_binding_by_tag(binding_tag, actor, allow_bindings_from_asset=False) → None?

Binds an actor to all the bindings tagged with the specified name in this sequence. Does not remove any exising bindings that have been set up through this API. Object Bindings can be tagged within the sequence UI by RMB -> Tags… on the object binding in the tree.

Parameters:
  • binding_tag (Name) – The unique tag name to lookup bindings with
  • actor (Actor) – The actor to assign to all the tagged bindings
  • allow_bindings_from_asset (bool) – Whether to continue to allow bindings from the level sequence asset (true) or not (false)
additional_event_receivers?

(Array(Actor)) – [Read-Write] Additional Event Receivers

binding_overrides?

(MovieSceneBindingOverrides) – [Read-Only] Mapping of actors to override the sequence bindings with

burn_in_options?

(LevelSequenceBurnInOptions) – [Read-Only] Burn in Options

camera_settings?

(LevelSequenceCameraSettings) – [Read-Write] Camera Settings

default_instance_data?

(Object) – [Read-Write] Instance data that can be used to dynamically control sequence evaluation at runtime

find_named_binding(tag) → MovieSceneObjectBindingID?

Retrieve the first object binding that has been tagged with the specified name

Parameters:tag (Name) –
Returns:
Return type:MovieSceneObjectBindingID
find_named_bindings(tag) -> Array(MovieSceneObjectBindingID)?

Retrieve all the bindings that have been tagged with the specified name

Parameters:tag (Name) – The unique tag name to lookup bindings with. Object Bindings can be tagged within the sequence UI by RMB -> Tags… on the object binding in the tree.
Returns:An array containing all the bindings that are tagged with this name, potentially empty.
Return type:Array(MovieSceneObjectBindingID)
get_sequence() → LevelSequence?

Get the level sequence being played by this actor. SetSequence:

Returns:Level sequence, or nullptr if not assigned or if it cannot be loaded.
Return type:LevelSequence
hide_burnin() → None?

Hide burnin

level_sequence?

(SoftObjectPath) – [Read-Only] Level Sequence

load_sequence() → LevelSequence?

Get the level sequence being played by this actor. SetSequence:

Returns:Level sequence, or nullptr if not assigned or if it cannot be loaded.
Return type:LevelSequence
override_instance_data?

(bool) – [Read-Write] Enable specification of dynamic instance data to be supplied to the sequence during playback

playback_settings?

(MovieSceneSequencePlaybackSettings) – [Read-Only] Playback Settings

remove_binding(binding, actor) → None?

Removes the specified actor from the specified binding’s actor array

Parameters:
remove_binding_by_tag(tag, actor) → None?

Removes the specified actor from the specified binding’s actor array

Parameters:
replicate_playback?

(bool) – [Read-Write] If true, playback of this level sequence on the server will be synchronized across other clients

reset_binding(binding) → None?

Resets the specified binding back to the defaults defined by the Level Sequence asset

Parameters:binding (MovieSceneObjectBindingID) –
reset_bindings() → None?

Resets all overridden bindings back to the defaults defined by the Level Sequence asset

sequence_player?

(LevelSequencePlayer) – [Read-Only] Sequence Player

set_binding(binding, actors, allow_bindings_from_asset=False) → None?

Overrides the specified binding with the specified actors, optionally still allowing the bindings defined in the Level Sequence asset

Parameters:
set_binding_by_tag(binding_tag, actors, allow_bindings_from_asset=False) → None?

Assigns an set of actors to all the bindings tagged with the specified name in this sequence. Object Bindings can be tagged within the sequence UI by RMB -> Tags… on the object binding in the tree.

Parameters:
  • binding_tag (Name) – The unique tag name to lookup bindings with
  • actors (Array(Actor)) – The actors to assign to all the tagged bindings
  • allow_bindings_from_asset (bool) – Whether to continue to allow bindings from the level sequence asset (true) or not (false)
set_event_receivers(additional_receivers) → None?

Set an array of additional actors that will receive events triggerd from this sequence actor

Parameters:additional_receivers (Array(Actor)) – An array of actors to receive events
set_sequence(sequence) → None?

Set the level sequence being played by this actor. GetSequence:

Parameters:sequence (LevelSequence) – The sequence object to set.
show_burnin() → None?

Show burnin