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"Add Component" by Python

Hi.

I am trying to repeat a command that adds a component using the “Add Component” button.
I need to create the same ImagePlateComponent for SceneComponent but with Python code.

UE_AddComponent_ImagePlate.png

I execute code in Output Log:



scene_component = camera.scene_component
image_component = unreal.ImagePlateComponent()
image_component.k2_attach_to(scene_component, socket_name="None", attach_type=unreal.AttachLocation.KEEP_RELATIVE_OFFSET, weld_simulated_bodies=True)


But the ImagePlateComponent generated by the python code is different from the one created through the “Add Component” button:



for i in range(scene_component.get_num_children_components()):
    print scene_component.get_child_component(i)

LogPython: <Object '/Game/fbxLevel.fbxLevel:PersistentLevel.cam_for_UE.CameraComponent' (0x000001CA2F795600) Class 'CineCameraComponent'>
LogPython: <Object '/Game/fbxLevel.fbxLevel:PersistentLevel.cam_for_UE.ImagePlate' (0x000001CA2B87C100) Class 'ImagePlateComponent'>
LogPython: <Object '/Engine/Transient.ImagePlateComponent_0' (0x000001CA2B5B1D00) Class 'ImagePlateComponent'>


- second line: the component created by the “Add Component” button
- third line: component created by python code

I do not see the ImagePlateComponent (that creates the python code) in the Details panel.

**unreal.Actor **article says that a new component must be registered. But how to do that?
I can not find the required method :frowning:

How do I add an ImagePlateComponent so that it displays under the SceneComponent as attachement?

Yes you don’t see it, and you won’t see it. From the tiny piece of logic you shared, i see you creating a component without defining which actor to hold it, so you kinda end up with a component in the air…in the memory.

-m

Thanks. Tell me please, How I can define this Actor?

I’m trying to do the same thing but via editor utility widgets. The component shows up for a few seconds in the world and then disappears, and its never added in the details panel for the selected/target actor. Did you ever find a way to do this?

You need to add a new node to the Blueprint’s SimpleConstructionScript so it’s serialized and properly registered. The easiest way to do this is a little hacky, but you can just instantiate a SSCSEditor widget and use that to add a component to a Blueprint or actor instance. This is exactly what the Blueprint editor uses when you click the +AddComponent button (SSCSEditor::AddNewComponent). You’ll have to wrap this functionality in a plugin or BlueprintFunctionLib to expose it to Python.