unreal.GameplayStatics
¶
-
class
unreal.
GameplayStatics
(outer=None, name='None')¶ Bases:
unreal.BlueprintFunctionLibrary
Static class with useful gameplay utility functions that can be called from both Blueprint and C++
C++ Source:
Module: Engine
File: GameplayStatics.h
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classmethod
activate_reverb_effect
(world_context_object, reverb_effect, tag_name, priority=0.0, volume=0.5, fade_time=2.0) → None¶ Activates a Reverb Effect without the need for a volume
- Parameters
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classmethod
announce_accessible_string
(announcement_string) → None¶ If accessibility is enabled, have the platform announce a string to the player. These announcements can be interrupted by system accessibiliity announcements or other accessibility announcement requests. This should be used judiciously as flooding a player with announcements can be overrwhelming and confusing. Try to make announcements concise and clear. NOTE: Currently only supported on Win10, Mac, iOS
- Parameters
announcement_string (str) –
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classmethod
apply_damage
(damaged_actor, base_damage, event_instigator, damage_causer, damage_type_class) → float¶ Hurts the specified actor with generic damage.
- Parameters
damaged_actor (Actor) – Actor that will be damaged.
base_damage (float) – The base damage to apply.
event_instigator (Controller) – Controller that was responsible for causing this damage (e.g. player who shot the weapon)
damage_causer (Actor) – Actor that actually caused the damage (e.g. the grenade that exploded)
damage_type_class (type(Class)) – Class that describes the damage that was done.
- Returns
Actual damage the ended up being applied to the actor.
- Return type
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classmethod
apply_point_damage
(damaged_actor, base_damage, hit_from_direction, hit_info, event_instigator, damage_causer, damage_type_class) → float¶ Hurts the specified actor with the specified impact.
- Parameters
damaged_actor (Actor) – Actor that will be damaged.
base_damage (float) – The base damage to apply.
hit_from_direction (Vector) – Direction the hit came FROM
hit_info (HitResult) – Collision or trace result that describes the hit
event_instigator (Controller) – Controller that was responsible for causing this damage (e.g. player who shot the weapon)
damage_causer (Actor) – Actor that actually caused the damage (e.g. the grenade that exploded)
damage_type_class (type(Class)) – Class that describes the damage that was done.
- Returns
Actual damage the ended up being applied to the actor.
- Return type
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classmethod
apply_radial_damage
(world_context_object, base_damage, origin, damage_radius, damage_type_class, ignore_actors, damage_causer=None, instigated_by_controller=None, do_full_damage=False, damage_prevention_channel=CollisionChannel.ECC_VISIBILITY) → bool¶ Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.
- Parameters
world_context_object (Object) –
base_damage (float) – The base damage to apply, i.e. the damage at the origin.
origin (Vector) – Epicenter of the damage area.
damage_radius (float) – Radius of the damage area, from Origin
damage_type_class (type(Class)) – Class that describes the damage that was done.
damage_causer (Actor) – Actor that actually caused the damage (e.g. the grenade that exploded). This actor will not be damaged and it will not block damage.
instigated_by_controller (Controller) – Controller that was responsible for causing this damage (e.g. player who threw the grenade)
do_full_damage (bool) –
damage_prevention_channel (CollisionChannel) – Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel
- Returns
true if damage was applied to at least one actor.
- Return type
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classmethod
apply_radial_damage_with_falloff
(world_context_object, base_damage, minimum_damage, origin, damage_inner_radius, damage_outer_radius, damage_falloff, damage_type_class, ignore_actors, damage_causer=None, instigated_by_controller=None, damage_prevention_channel=CollisionChannel.ECC_VISIBILITY) → bool¶ Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.
- Parameters
world_context_object (Object) –
base_damage (float) – The base damage to apply, i.e. the damage at the origin.
minimum_damage (float) –
origin (Vector) – Epicenter of the damage area.
damage_inner_radius (float) – Radius of the full damage area, from Origin
damage_outer_radius (float) – Radius of the minimum damage area, from Origin
damage_falloff (float) – Falloff exponent of damage from DamageInnerRadius to DamageOuterRadius
damage_type_class (type(Class)) – Class that describes the damage that was done.
damage_causer (Actor) – Actor that actually caused the damage (e.g. the grenade that exploded)
instigated_by_controller (Controller) – Controller that was responsible for causing this damage (e.g. player who threw the grenade)
damage_prevention_channel (CollisionChannel) – Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel
- Returns
true if damage was applied to at least one actor.
- Return type
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classmethod
are_any_listeners_within_range
(world_context_object, location, maximum_range) → bool¶ Determines if any audio listeners are within range of the specified location This will always return false if there is no audio device, or the audio device is disabled.:
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classmethod
are_subtitles_enabled
() → bool¶ Returns whether or not subtitles are currently enabled.
- Returns
true if subtitles are enabled.
- Return type
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classmethod
blueprint_predict_projectile_path_advanced
(world_context_object, predict_params) → PredictProjectilePathResult or None¶ Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns true if it hit something.
- Parameters
world_context_object (Object) –
predict_params (PredictProjectilePathParams) – Input params to the trace (start location, velocity, time to simulate, etc).
- Returns
True if hit something along the path (if tracing with collision).
predict_result (PredictProjectilePathResult): Output result of the trace (Hit result, array of location/velocity/times for each trace step, etc).
- Return type
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classmethod
blueprint_predict_projectile_path_by_object_type
(world_context_object, start_pos, launch_velocity, trace_path, projectile_radius, object_types, trace_complex, actors_to_ignore, draw_debug_type, draw_debug_time, sim_frequency=15.0, max_sim_time=2.0, override_gravity_z=0.0) → (out_hit=HitResult, out_path_positions=Array(Vector), out_last_trace_destination=Vector) or None¶ Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something.
- Parameters
world_context_object (Object) –
start_pos (Vector) – First start trace location
launch_velocity (Vector) – Velocity the “virtual projectile” is launched at
trace_path (bool) – Trace along the entire path to look for blocking hits
projectile_radius (float) – Radius of the virtual projectile to sweep against the environment
object_types (Array(ObjectTypeQuery)) – ObjectTypes to trace against, if bTracePath is true.
trace_complex (bool) – Use TraceComplex (trace against triangles not primitives)
actors_to_ignore (Array(Actor)) – Actors to exclude from the traces
draw_debug_type (DrawDebugTrace) – Debug type (one-frame, duration, persistent)
draw_debug_time (float) – Duration of debug lines (only relevant for DrawDebugType::Duration)
sim_frequency (float) – Determines size of each sub-step in the simulation (chopping up MaxSimTime)
max_sim_time (float) – Maximum simulation time for the virtual projectile.
override_gravity_z (float) – Optional override of Gravity (if 0, uses WorldGravityZ)
- Returns
True if hit something along the path if tracing for collision.
out_hit (HitResult): Predicted hit result, if the projectile will hit something
out_path_positions (Array(Vector)): Predicted projectile path. Ordered series of positions from StartPos to the end. Includes location at point of impact if it hit something.
out_last_trace_destination (Vector): Goal position of the final trace it did. Will not be in the path if there is a hit.
- Return type
tuple or None
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classmethod
blueprint_predict_projectile_path_by_trace_channel
(world_context_object, start_pos, launch_velocity, trace_path, projectile_radius, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, draw_debug_time, sim_frequency=15.0, max_sim_time=2.0, override_gravity_z=0.0) → (out_hit=HitResult, out_path_positions=Array(Vector), out_last_trace_destination=Vector) or None¶ Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something (if tracing with collision).
- Parameters
world_context_object (Object) –
start_pos (Vector) – First start trace location
launch_velocity (Vector) – Velocity the “virtual projectile” is launched at
trace_path (bool) – Trace along the entire path to look for blocking hits
projectile_radius (float) – Radius of the virtual projectile to sweep against the environment
trace_channel (CollisionChannel) – TraceChannel to trace against, if bTracePath is true.
trace_complex (bool) – Use TraceComplex (trace against triangles not primitives)
actors_to_ignore (Array(Actor)) – Actors to exclude from the traces
draw_debug_type (DrawDebugTrace) – Debug type (one-frame, duration, persistent)
draw_debug_time (float) – Duration of debug lines (only relevant for DrawDebugType::Duration)
sim_frequency (float) – Determines size of each sub-step in the simulation (chopping up MaxSimTime)
max_sim_time (float) – Maximum simulation time for the virtual projectile.
override_gravity_z (float) – Optional override of Gravity (if 0, uses WorldGravityZ)
- Returns
True if hit something along the path (if tracing with collision).
out_hit (HitResult): Predicted hit result, if the projectile will hit something
out_path_positions (Array(Vector)): Predicted projectile path. Ordered series of positions from StartPos to the end. Includes location at point of impact if it hit something.
out_last_trace_destination (Vector): Goal position of the final trace it did. Will not be in the path if there is a hit.
- Return type
tuple or None
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classmethod
blueprint_suggest_projectile_velocity
(world_context_object, start_location, end_location, launch_speed, override_gravity_z, trace_option, collision_radius, favor_high_arc, draw_debug) → Vector or None¶ Calculates an launch velocity for a projectile to hit a specified point.
- Parameters
world_context_object (Object) –
start_location (Vector) – Intended launch location
end_location (Vector) – Desired landing location
launch_speed (float) – Desired launch speed
override_gravity_z (float) – Optional gravity override. 0 means “do not override”.
trace_option (SuggestProjVelocityTraceOption) – Controls whether or not to validate a clear path by tracing along the calculated arc
collision_radius (float) – Radius of the projectile (assumed spherical), used when tracing
favor_high_arc (bool) – If true and there are 2 valid solutions, will return the higher arc. If false, will favor the lower arc.
draw_debug (bool) – When true, a debug arc is drawn (red for an invalid arc, green for a valid arc)
- Returns
Returns false if there is no valid solution or the valid solutions are blocked. Returns true otherwise.
toss_velocity (Vector): (output) Result launch velocity.
- Return type
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classmethod
clear_sound_mix_class_override
(world_context_object, sound_mix_modifier, sound_class, fade_out_time=1.0) → None¶ Clears the override of the sound class adjuster in the given sound mix. If the override did not exist in the sound mix, this will do nothing.
- Parameters
world_context_object (Object) –
sound_mix_modifier (SoundMix) – The sound mix to modify.
sound_class (SoundClass) – The sound class to override (or add) in the sound mix.
fade_out_time (float) – The interpolation time to use to go from the current sound class adjuster override values to the non-override values.
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classmethod
clear_sound_mix_modifiers
(world_context_object) → None¶ Clear all sound mix modifiers from the audio system *
- Parameters
world_context_object (Object) –
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classmethod
clear_sound_mode
(world_context_object)¶ deprecated: ‘clear_sound_mode’ was renamed to ‘clear_sound_mix_modifiers’.
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classmethod
create_player
(world_context_object, controller_id=- 1, spawn_player_controller=True) → PlayerController¶ Create a new player for this game.
- Parameters
- Returns
The created player controller if one is created.
- Return type
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classmethod
create_save_game_object
(save_game_class) → SaveGame¶ Create a new, empty SaveGame object to set data on and then pass to SaveGameToSlot.
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classmethod
create_sound2d
(world_context_object, sound, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, concurrency_settings=None, persist_across_level_transition=False, auto_destroy=True) → AudioComponent¶ Creates a sound with no attenuation, perfect for UI sounds. This does NOT play the sound
Not Replicated.
- Parameters
world_context_object (Object) –
sound (SoundBase) – Sound to create.
volume_multiplier (float) – Multiplied with the volume to make the sound louder or softer.
pitch_multiplier (float) – Multiplies the pitch.
start_time (float) – How far in to the sound to begin playback at
concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
persist_across_level_transition (bool) –
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
An audio component to manipulate the created sound
- Return type
-
classmethod
deactivate_reverb_effect
(world_context_object, tag_name) → None¶ Deactivates a Reverb Effect not applied by a volume
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classmethod
delete_game_in_slot
(slot_name, user_index) → bool¶ Delete a save game in a particular slot.
- Parameters
slot_name (str) – Name of save game slot to delete.
user_index (int32) – For some platforms, master user index to identify the user doing the deletion.
- Returns
True if a file was actually able to be deleted. use DoesSaveGameExist to distinguish between delete failures and failure due to file not existing.
- Return type
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classmethod
deproject_screen_to_world
(player, screen_position) → (world_position=Vector, world_direction=Vector) or None¶ Transforms the given 2D screen space coordinate into a 3D world-space point and direction.
- Parameters
player (PlayerController) – Deproject using this player’s view.
screen_position (Vector2D) – 2D screen space to deproject.
- Returns
world_position (Vector): (out) Corresponding 3D position in world space.
world_direction (Vector): (out) World space direction vector away from the camera at the given 2d point.
- Return type
tuple or None
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classmethod
does_save_game_exist
(slot_name, user_index) → bool¶ See if a save game exists with the specified name.
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classmethod
enable_live_streaming
(enable) → None¶ Toggle live DVR streaming.
- Parameters
enable (bool) – If true enable streaming, otherwise disable.
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classmethod
find_collision_uv
(hit, uv_channel) → Vector2D or None¶ Try and find the UV for a collision impact. Note this ONLY works if ‘Support UV From Hit Results’ is enabled in Physics Settings.
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classmethod
flush_level_streaming
(world_context_object) → None¶ Flushes level streaming in blocking fashion and returns when all sub-levels are loaded / visible / hidden
- Parameters
world_context_object (Object) –
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classmethod
get_accurate_real_time
(world_context_object) -> (seconds=int32, partial_seconds=float)¶ Returns time in seconds since the application was started. Unlike the other time functions this is accurate to the exact time this function is called instead of set once per frame.
- Parameters
world_context_object (Object) –
- Returns
seconds (int32):
partial_seconds (float):
- Return type
tuple
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classmethod
get_actor_array_average_location
(actors) → Vector¶ Find the average location (centroid) of an array of Actors
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classmethod
get_actor_array_bounds
(actors, only_colliding_components) -> (center=Vector, box_extent=Vector)¶ Bind the bounds of an array of Actors
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classmethod
get_actor_of_class
(world_context_object, actor_class) → Actor¶ Find the first Actor in the world of the specified class. This is a slow operation, use with caution e.g. do not use every frame.
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classmethod
get_all_actors_of_class
(world_context_object, actor_class)¶ Find all Actors in the world of the specified class. This is a slow operation, use with caution e.g. do not use every frame.
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classmethod
get_all_actors_of_class_with_tag
(world_context_object, actor_class, tag)¶ Find all Actors in the world of the specified class with the specified tag. This is a slow operation, use with caution e.g. do not use every frame.
- Parameters
- Returns
out_actors (Array(Actor)): Output array of Actors of the specified tag.
- Return type
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classmethod
get_all_actors_with_interface
(world_context_object, interface)¶ Find all Actors in the world with the specified interface. This is a slow operation, use with caution e.g. do not use every frame.
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classmethod
get_all_actors_with_tag
(world_context_object, tag)¶ Find all Actors in the world with the specified tag. This is a slow operation, use with caution e.g. do not use every frame.
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classmethod
get_audio_time_seconds
(world_context_object) → float¶ Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped.
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classmethod
get_closest_listener_location
(world_context_object, location, maximum_range, allow_attenuation_override) → Vector or None¶ Finds and returns the position of the closest listener to the specified location This will always return false if there is no audio device, or the audio device is disabled.:
- Parameters
world_context_object (Object) –
location (Vector) – The location from which we’d like to find the closest listener, in world space.
maximum_range (float) – The maximum distance away from Location that a listener can be.
allow_attenuation_override (bool) – True for the adjusted listener position (if attenuation override is set), false for the raw listener position (for panning)
- Returns
true if we’ve successfully found a listener within MaximumRange of Location, otherwise false.
listener_position (Vector): [Out] The position of the closest listener in world space, if found.
- Return type
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classmethod
get_current_level_name
(world_context_object, remove_prefix_string=True) → str¶ Get the name of the currently-open level.
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classmethod
get_current_reverb_effect
(world_context_object) → ReverbEffect¶ Returns the highest priority reverb settings currently active from any source (volumes or manual setting).
- Parameters
world_context_object (Object) –
- Returns
- Return type
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classmethod
get_enable_world_rendering
(world_context_object) → bool¶ Returns the world rendering state
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classmethod
get_game_info
(world_context_object)¶ deprecated: ‘get_game_info’ was renamed to ‘get_game_mode’.
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classmethod
get_game_instance
(world_context_object) → GameInstance¶ Returns the game instance object
- Parameters
world_context_object (Object) –
- Returns
- Return type
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classmethod
get_game_mode
(world_context_object) → GameModeBase¶ Returns the current GameModeBase or Null if it can’t be retrieved, such as on the client
- Parameters
world_context_object (Object) –
- Returns
- Return type
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classmethod
get_game_replication_info
(world_context_object)¶ deprecated: ‘get_game_replication_info’ was renamed to ‘get_game_state’.
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classmethod
get_game_state
(world_context_object) → GameStateBase¶ Returns the current GameStateBase or Null if it can’t be retrieved
- Parameters
world_context_object (Object) –
- Returns
- Return type
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classmethod
get_global_time_dilation
(world_context_object) → float¶ Gets the current global time dilation.
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classmethod
get_int_option
(options, key, default_value) → int32¶ Find an option in the options string and return it as an integer.
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classmethod
get_key_value
(pair) -> (key=str, value=str)¶ Break up a key=value pair into its key and value.
- Parameters
pair (str) – The string containing a pair to split apart.
- Returns
key (str): (out) Key portion of Pair. If no = in string will be the same as Pair.
value (str): (out) Value portion of Pair. If no = in string will be empty.
- Return type
tuple
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classmethod
get_max_audio_channel_count
(world_context_object) → int32¶ Retrieves the max voice count currently used by the audio engine.
- Parameters
world_context_object (Object) –
- Returns
- Return type
int32
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classmethod
get_object_class
(object)¶ Returns the class of a passed in Object, will always be valid if Object is not NULL
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classmethod
get_platform_name
() → str¶ Returns the string name of the current platform, to perform different behavior based on platform. (Platform names include Windows, Mac, IOS, Android, PS4, XboxOne, Linux)
- Returns
- Return type
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classmethod
get_player_camera
(world_context_object, player_index)¶ deprecated: ‘get_player_camera’ was renamed to ‘get_player_camera_manager’.
-
classmethod
get_player_camera_manager
(world_context_object, player_index) → PlayerCameraManager¶ Returns the player’s camera manager for the specified player index
- Parameters
world_context_object (Object) –
player_index (int32) –
- Returns
- Return type
-
classmethod
get_player_character
(world_context_object, player_index) → Character¶ Returns the player character (NULL if the player pawn doesn’t exist OR is not a character) at the specified player index
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classmethod
get_player_controller
(world_context_object, player_index) → PlayerController¶ Returns the player controller at the specified player index
- Parameters
world_context_object (Object) –
player_index (int32) –
- Returns
- Return type
-
classmethod
get_player_controller_from_id
(world_context_object, controller_id) → PlayerController¶ Returns the player controller that has the given controller ID
- Parameters
world_context_object (Object) –
controller_id (int32) –
- Returns
- Return type
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classmethod
get_player_controller_id
(player) → int32¶ Gets what controller ID a Player is using
- Parameters
player (PlayerController) – The player controller of the player to get the ID of
- Returns
The ID of the passed in player. -1 if there is no controller for the passed in player
- Return type
int32
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classmethod
get_player_pawn
(world_context_object, player_index) → Pawn¶ Returns the player pawn at the specified player index
-
classmethod
get_real_time_seconds
(world_context_object) → float¶ Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped
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classmethod
get_streaming_level
(world_context_object, package_name) → LevelStreaming¶ Returns level streaming object with specified level package name
- Parameters
- Returns
- Return type
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classmethod
get_surface_type
(hit) → PhysicalSurface¶ Returns the EPhysicalSurface type of the given Hit. To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section
- Parameters
hit (HitResult) –
- Returns
- Return type
-
classmethod
get_time_seconds
(world_context_object) → float¶ Returns time in seconds since world was brought up for play, adjusted by time dilation and IS stopped when game pauses
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classmethod
get_unpaused_time_seconds
(world_context_object) → float¶ Returns time in seconds since world was brought up for play, adjusted by time dilation and IS NOT stopped when game pauses
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classmethod
get_view_projection_matrix
(desired_view) -> (view_matrix=Matrix, projection_matrix=Matrix, view_projection_matrix=Matrix)¶ Returns the View Matrix, Projection Matrix and the View x Projection Matrix for a given view
- Parameters
desired_view (MinimalViewInfo) – FMinimalViewInfo struct for a camera.
- Returns
view_matrix (Matrix): (out) Corresponding View Matrix
projection_matrix (Matrix): (out) Corresponding Projection Matrix
view_projection_matrix (Matrix): (out) Corresponding View x Projection Matrix
- Return type
tuple
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classmethod
get_viewport_mouse_capture_mode
(world_context_object) → MouseCaptureMode¶ Returns the current viewport mouse capture mode
- Parameters
world_context_object (Object) –
- Returns
- Return type
-
classmethod
get_world_delta_seconds
(world_context_object) → float¶ Returns the frame delta time in seconds, adjusted by time dilation.
-
classmethod
get_world_origin_location
(world_context_object) → IntVector¶ Returns world origin current location.
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classmethod
grass_overlapping_sphere_count
(world_context_object, static_mesh, center_position, radius) → int32¶ Counts how many grass foliage instances overlap a given sphere.
- Parameters
world_context_object (Object) –
static_mesh (StaticMesh) –
center_position (Vector) – The center position of the sphere.
radius (float) – The radius of the sphere.
- Returns
Number of foliage instances with their mesh set to Mesh that overlap the sphere.
- Return type
int32
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classmethod
has_launch_option
(option_to_check) → bool¶ Checks the commandline to see if the desired option was specified on the commandline (e.g. -demobuild)
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classmethod
is_splitscreen_force_disabled
(world_context_object) → bool¶ Returns the split screen state
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classmethod
k2_set_sound_mode
(world_context_object, sound_mix)¶ deprecated: ‘k2_set_sound_mode’ was renamed to ‘set_base_sound_mix’.
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classmethod
load_game_from_slot
(slot_name, user_index) → SaveGame¶ Load the contents from a given slot.
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classmethod
load_stream_level
(world_context_object, level_name, make_visible_after_load, should_block_on_load, latent_info) → None¶ Stream the level (by Name); Calling again before it finishes has no effect
- Parameters
world_context_object (Object) –
level_name (Name) –
make_visible_after_load (bool) –
should_block_on_load (bool) –
latent_info (LatentActionInfo) –
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classmethod
load_stream_level_by_soft_object_ptr
(world_context_object, level, make_visible_after_load, should_block_on_load, latent_info) → None¶ Stream the level (by Object Reference); Calling again before it finishes has no effect
- Parameters
world_context_object (Object) –
level (World) –
make_visible_after_load (bool) –
should_block_on_load (bool) –
latent_info (LatentActionInfo) –
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classmethod
open_level
(world_context_object, level_name, absolute=True, options='') → None¶ Travel to another level
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classmethod
open_level_by_soft_object_ptr
(world_context_object, level, absolute=True, options='') → None¶ Travel to another level
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classmethod
play_dialogue2d
(world_context_object, dialogue, context, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0) → None¶ Plays a dialogue directly with no attenuation, perfect for UI.
Fire and Forget.
Not Replicated.
- Parameters
world_context_object (Object) –
dialogue (DialogueWave) – dialogue to play
context (DialogueContext) – context the dialogue is to play in
volume_multiplier (float) – Multiplied with the volume to make the sound louder or softer.
pitch_multiplier (float) – Multiplies the pitch.
start_time (float) – How far in to the dialogue to begin playback at
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classmethod
play_dialogue_at_location
(world_context_object, dialogue, context, location, rotation, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None) → None¶ Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.
- Parameters
world_context_object (Object) –
dialogue (DialogueWave) – dialogue to play
context (DialogueContext) – context the dialogue is to play in
location (Vector) – World position to play dialogue at
rotation (Rotator) – World rotation to play dialogue at
volume_multiplier (float) – Volume multiplier
pitch_multiplier (float) – Pitch multiplier
start_time (float) – How far in to the dialogue to begin playback at
attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
-
classmethod
play_dialogue_attached
(dialogue, context, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, auto_destroy=True)¶ deprecated: ‘play_dialogue_attached’ was renamed to ‘spawn_dialogue_attached’.
-
classmethod
play_sound2d
(world_context_object, sound, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, concurrency_settings=None, owning_actor=None, is_ui_sound=True) → None¶ Plays a sound directly with no attenuation, perfect for UI sounds.
Fire and Forget.
Not Replicated.
- Parameters
world_context_object (Object) –
sound (SoundBase) – Sound to play.
volume_multiplier (float) – Multiplied with the volume to make the sound louder or softer.
pitch_multiplier (float) – Multiplies the pitch.
start_time (float) – How far in to the sound to begin playback at
concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
owning_actor (Actor) – The actor to use as the “owner” for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner.
is_ui_sound (bool) – True if sound is UI related, else false
-
classmethod
play_sound_at_location
(world_context_object, sound, location, rotation, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, concurrency_settings=None, owning_actor=None) → None¶ Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.
- Parameters
world_context_object (Object) –
sound (SoundBase) – sound to play
location (Vector) – World position to play sound at
rotation (Rotator) – World rotation to play sound at
volume_multiplier (float) – Volume multiplier
pitch_multiplier (float) – PitchMultiplier
start_time (float) – How far in to the sound to begin playback at
attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
owning_actor (Actor) – The actor to use as the “owner” for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner.
-
classmethod
play_sound_attached
(sound, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, concurrency_settings=None, auto_destroy=True)¶ deprecated: ‘play_sound_attached’ was renamed to ‘spawn_sound_attached’.
-
classmethod
play_world_camera_shake
(world_context_object, shake, epicenter, inner_radius, outer_radius, falloff=1.0, orient_shake_towards_epicenter=False) → None¶ Plays an in-world camera shake that affects all nearby local players, with distance-based attenuation. Does not replicate.
- Parameters
world_context_object (Object) – Object that we can obtain a world context from
epicenter (Vector) – location to place the effect in world space
inner_radius (float) – Cameras inside this radius are ignored
outer_radius (float) – Cameras outside of InnerRadius and inside this are effected
falloff (float) – Affects falloff of effect as it nears OuterRadius
orient_shake_towards_epicenter (bool) – Changes the rotation of shake to point towards epicenter instead of forward
-
classmethod
pop_sound_mix_modifier
(world_context_object, sound_mix_modifier) → None¶ Pop a sound mix modifier from the audio system *
-
classmethod
pop_sound_mode
(world_context_object, sound_mix_modifier)¶ deprecated: ‘pop_sound_mode’ was renamed to ‘pop_sound_mix_modifier’.
-
classmethod
predict_projectile_path
(world_context_object, start_pos, launch_velocity, trace_path, projectile_radius, object_types, trace_complex, actors_to_ignore, draw_debug_type, draw_debug_time, sim_frequency=15.0, max_sim_time=2.0, override_gravity_z=0.0)¶ deprecated: ‘predict_projectile_path’ was renamed to ‘blueprint_predict_projectile_path_by_object_type’.
-
classmethod
prime_sound
(sound) → None¶ Primes the sound, caching the first chunk of streamed audio. *
- Parameters
sound (SoundBase) –
-
classmethod
project_world_to_screen
(player, world_position, player_viewport_relative=False) → Vector2D or None¶ Transforms the given 3D world-space point into a its 2D screen space coordinate.
- Parameters
player (PlayerController) – Project using this player’s view.
world_position (Vector) – World position to project.
player_viewport_relative (bool) – Should this be relative to the player viewport subregion (useful when using player attached widgets in split screen)
- Returns
screen_position (Vector2D): (out) Corresponding 2D position in screen space
- Return type
-
classmethod
push_sound_mix_modifier
(world_context_object, sound_mix_modifier) → None¶ Push a sound mix modifier onto the audio system *
-
classmethod
push_sound_mode
(world_context_object, sound_mix_modifier)¶ deprecated: ‘push_sound_mode’ was renamed to ‘push_sound_mix_modifier’.
-
classmethod
rebase_local_origin_onto_zero
(world_context_object, world_location) → Vector¶ Returns origin based position for local world location.
-
classmethod
rebase_zero_origin_onto_local
(world_context_object, world_location) → Vector¶ Returns local location for origin based position.
-
classmethod
remove_player
(player, destroy_pawn) → None¶ Removes a player from this game.
- Parameters
player (PlayerController) – The player controller of the player to be removed
destroy_pawn (bool) – Whether the controlled pawn should be deleted as well
-
classmethod
save_game_to_slot
(save_game_object, slot_name, user_index) → bool¶ Save the contents of the SaveGameObject to a platform-specific save slot/file. This will write out all non-transient properties, the SaveGame property flag is not checked:
- Parameters
- Returns
Whether we successfully saved this information
- Return type
-
classmethod
set_base_sound_mix
(world_context_object, sound_mix) → None¶ Set the sound mix of the audio system for special EQing *
-
classmethod
set_enable_world_rendering
(world_context_object, enable) → None¶ Enabled rendering of the world
-
classmethod
set_force_disable_splitscreen
(world_context_object, disable) → None¶ Enables split screen
-
classmethod
set_global_listener_focus_parameters
(world_context_object, focus_azimuth_scale=1.0, non_focus_azimuth_scale=1.0, focus_distance_scale=1.0, non_focus_distance_scale=1.0, focus_volume_scale=1.0, non_focus_volume_scale=1.0, focus_priority_scale=1.0, non_focus_priority_scale=1.0) → None¶ Sets the global listener focus parameters which will scale focus behavior of sounds based on their focus azimuth settings in their attenuation settings.
Fire and Forget.
Not Replicated.
- Parameters
world_context_object (Object) –
focus_azimuth_scale (float) – An angle scale value used to scale the azimuth angle that defines where sounds are in-focus.
non_focus_azimuth_scale (float) –
focus_distance_scale (float) – A distance scale value to use for sounds which are in-focus. Values < 1.0 will reduce perceived distance to sounds, values > 1.0 will increase perceived distance to in-focus sounds.
non_focus_distance_scale (float) – A distance scale value to use for sounds which are out-of-focus. Values < 1.0 will reduce perceived distance to sounds, values > 1.0 will increase perceived distance to in-focus sounds.
focus_volume_scale (float) –
non_focus_volume_scale (float) –
focus_priority_scale (float) – A priority scale value (> 0.0) to use for sounds which are in-focus. Values < 1.0 will reduce the priority of in-focus sounds, values > 1.0 will increase the priority of in-focus sounds.
non_focus_priority_scale (float) – A priority scale value (> 0.0) to use for sounds which are out-of-focus. Values < 1.0 will reduce the priority of sounds out-of-focus sounds, values > 1.0 will increase the priority of out-of-focus sounds.
-
classmethod
set_global_pitch_modulation
(world_context_object, pitch_modulation, time_sec) → None¶ Sets a global pitch modulation scalar that will apply to all non-UI sounds
Fire and Forget.
Not Replicated.
-
classmethod
set_global_time_dilation
(world_context_object, time_dilation) → None¶ Sets the global time dilation.
-
classmethod
set_max_audio_channels_scaled
(world_context_object, max_channel_count_scale) → None¶ Sets the max number of voices (also known as “channels”) dynamically by percentage. E.g. if you want to temporarily reduce voice count by 50%, use 0.50. Later, you can return to the original max voice count by using 1.0.
-
classmethod
set_player_controller_id
(player, controller_id) → None¶ Sets what controller ID a Player should be using
- Parameters
player (PlayerController) – The player controller of the player to change the controller ID of
controller_id (int32) – The controller ID to assign to this player
-
classmethod
set_sound_class_distance_scale
(world_context_object, sound_class, distance_attenuation_scale, time_sec=0.0) → None¶ Sets attenuation distance scale value on the sound class over the given amount of time from it’s current attenuation distance override value (1.0f it not overridden). Attenuation scale allows scaling the attenuation distance used for computing distance attenuation.
Fire and Forget.
Not Replicated.
- Parameters
world_context_object (Object) –
sound_class (SoundClass) – Sound class to to use to set the attenuation distance scale on.
distance_attenuation_scale (float) – A distance attenuation scale value.
time_sec (float) – A time value to linearly interpolate from the current distance attenuation scale value to the new value.
-
classmethod
set_sound_mix_class_override
(world_context_object, sound_mix_modifier, sound_class, volume=1.0, pitch=1.0, fade_in_time=1.0, apply_to_children=True) → None¶ Overrides the sound class adjuster in the given sound mix. If the sound class does not exist in the input sound mix, the sound class adjustment will be added to the sound mix.
- Parameters
world_context_object (Object) –
sound_mix_modifier (SoundMix) – The sound mix to modify.
sound_class (SoundClass) – The sound class to override (or add) in the sound mix.
volume (float) – The volume scale to set the sound class adjuster to.
pitch (float) – The pitch scale to set the sound class adjuster to.
fade_in_time (float) – The interpolation time to use to go from the current sound class adjuster values to the new values.
apply_to_children (bool) – Whether or not to apply this override to the sound class’ children or to just the specified sound class.
-
classmethod
set_subtitles_enabled
(enabled) → None¶ Will set subtitles to be enabled or disabled.
- Parameters
enabled (bool) – will enable subtitle drawing if true, disable if false.
-
classmethod
set_time_dilation
(world_context_object, time_dilation)¶ deprecated: ‘set_time_dilation’ was renamed to ‘set_global_time_dilation’.
-
classmethod
set_viewport_mouse_capture_mode
(world_context_object, mouse_capture_mode) → None¶ Sets the current viewport mouse capture mode
- Parameters
world_context_object (Object) –
mouse_capture_mode (MouseCaptureMode) –
-
classmethod
set_world_origin_location
(world_context_object, new_location) → None¶ Requests a new location for a world origin.
-
classmethod
spawn_decal_at_location
(world_context_object, decal_material, decal_size, location, rotation=[0.0, - 90.0, 0.0], life_span=0.0) → DecalComponent¶ Spawns a decal at the given location and rotation, fire and forget. Does not replicate.
- Parameters
world_context_object (Object) –
decal_material (MaterialInterface) – decal’s material
decal_size (Vector) – size of decal
location (Vector) – location to place the decal in world space
rotation (Rotator) – rotation to place the decal in world space
life_span (float) – destroy decal component after time runs out (0 = infinite)
- Returns
- Return type
-
classmethod
spawn_decal_attached
(decal_material, decal_size, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, life_span=0.0) → DecalComponent¶ Spawns a decal attached to and following the specified component. Does not replicate.
- Parameters
decal_material (MaterialInterface) – decal’s material
decal_size (Vector) – size of decal
attach_to_component (SceneComponent) –
attach_point_name (Name) – Optional named point within the AttachComponent to spawn the emitter at
location (Vector) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
rotation (Rotator) – Depending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a realative offset
location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
life_span (float) – destroy decal component after time runs out (0 = infinite)
- Returns
- Return type
-
classmethod
spawn_dialogue2d
(world_context_object, dialogue, context, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, auto_destroy=True) → AudioComponent¶ Spawns a dialogue with no attenuation, perfect for UI.
Not Replicated.
- Parameters
world_context_object (Object) –
dialogue (DialogueWave) – dialogue to play
context (DialogueContext) – context the dialogue is to play in
volume_multiplier (float) – Multiplied with the volume to make the sound louder or softer.
pitch_multiplier (float) – Multiplies the pitch.
start_time (float) – How far in to the dialogue to begin playback at
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
An audio component to manipulate the spawned sound
- Return type
-
classmethod
spawn_dialogue_at_location
(world_context_object, dialogue, context, location, rotation=[0.0, 0.0, 0.0], volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, auto_destroy=True) → AudioComponent¶ Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.
- Parameters
world_context_object (Object) –
dialogue (DialogueWave) – dialogue to play
context (DialogueContext) – context the dialogue is to play in
location (Vector) – World position to play dialogue at
rotation (Rotator) – World rotation to play dialogue at
volume_multiplier (float) – Volume multiplier
pitch_multiplier (float) – PitchMultiplier
start_time (float) – How far in to the dialogue to begin playback at
attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
Audio Component to manipulate the playing dialogue with
- Return type
-
classmethod
spawn_dialogue_attached
(dialogue, context, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, auto_destroy=True) → AudioComponent¶ Spawns a dialogue attached to and following the specified component. This is a fire and forget sound. Replication is also not handled at this point.
- Parameters
dialogue (DialogueWave) – dialogue to play
context (DialogueContext) – context the dialogue is to play in
attach_to_component (SceneComponent) –
attach_point_name (Name) – Optional named point within the AttachComponent to play the sound at
location (Vector) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
rotation (Rotator) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
stop_when_attached_to_destroyed (bool) – Specifies whether the sound should stop playing when the owner of the attach to component is destroyed.
volume_multiplier (float) – Volume multiplier
pitch_multiplier (float) – PitchMultiplier
start_time (float) – How far in to the dialogue to begin playback at
attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
Audio Component to manipulate the playing dialogue with
- Return type
-
classmethod
spawn_emitter_at_location
(world_context_object, emitter_template, location, rotation=[0.0, 0.0, 0.0], scale=[1.0, 1.0, 1.0], auto_destroy=True, pooling_method=PSCPoolMethod.NONE, auto_activate_system=True) → ParticleSystemComponent¶ Plays the specified effect at the given location and rotation, fire and forget. The system will go away when the effect is complete. Does not replicate.
- Parameters
world_context_object (Object) – Object that we can obtain a world context from
emitter_template (ParticleSystem) – particle system to create
location (Vector) – location to place the effect in world space
rotation (Rotator) – rotation to place the effect in world space
scale (Vector) – scale to create the effect at
auto_destroy (bool) – Whether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated
pooling_method (PSCPoolMethod) – Method used for pooling this component. Defaults to none.
auto_activate_system (bool) –
- Returns
- Return type
-
classmethod
spawn_emitter_attached
(emitter_template, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], scale=[1.0, 1.0, 1.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, auto_destroy=True, pooling_method=PSCPoolMethod.NONE, auto_activate=True) → ParticleSystemComponent¶ Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate.
- Parameters
emitter_template (ParticleSystem) – particle system to create
attach_to_component (SceneComponent) –
attach_point_name (Name) – Optional named point within the AttachComponent to spawn the emitter at
location (Vector) – Depending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world location that will be translated to a relative offset (if LocationType is KeepWorldPosition).
rotation (Rotator) – Depending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset (if LocationType is KeepWorldPosition).
scale (Vector) – Depending on the value of LocationType this is either a relative scale from the attach component or an absolute world scale that will be translated to a relative scale (if LocationType is KeepWorldPosition).
location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
auto_destroy (bool) – Whether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated
pooling_method (PSCPoolMethod) – Method used for pooling this component. Defaults to none.
auto_activate (bool) – Whether the component will be automatically activated on creation.
- Returns
- Return type
-
classmethod
spawn_force_feedback_at_location
(world_context_object, force_feedback_effect, location, rotation=[0.0, 0.0, 0.0], looping=False, intensity_multiplier=1.0, start_time=0.0, attenuation_settings=None, auto_destroy=True) → ForceFeedbackComponent¶ Plays a force feedback effect at the given location. This is a fire and forget effect and does not travel with any actor. Replication is also not handled at this point.
- Parameters
world_context_object (Object) –
force_feedback_effect (ForceFeedbackEffect) – effect to play
location (Vector) – World position to center the effect at
rotation (Rotator) – World rotation to center the effect at
looping (bool) –
intensity_multiplier (float) – Intensity multiplier
start_time (float) – How far in to the feedback effect to begin playback at
attenuation_settings (ForceFeedbackAttenuation) – Override attenuation settings package to play effect with
auto_destroy (bool) – Whether the returned force feedback component will be automatically cleaned up when the feedback patern finishes (by completing or stopping) or whether it can be reactivated
- Returns
Force Feedback Component to manipulate the playing feedback effect with
- Return type
-
classmethod
spawn_force_feedback_attached
(force_feedback_effect, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, looping=False, intensity_multiplier=1.0, start_time=0.0, attenuation_settings=None, auto_destroy=True) → ForceFeedbackComponent¶ Plays a force feedback effect attached to and following the specified component. This is a fire and forget effect. Replication is also not handled at this point.
- Parameters
force_feedback_effect (ForceFeedbackEffect) – effect to play
attach_to_component (SceneComponent) –
attach_point_name (Name) – Optional named point within the AttachComponent to attach to
location (Vector) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
rotation (Rotator) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
stop_when_attached_to_destroyed (bool) – Specifies whether the feedback effect should stop playing when the owner of the attach to component is destroyed.
looping (bool) –
intensity_multiplier (float) – Intensity multiplier
start_time (float) – How far in to the feedback effect to begin playback at
attenuation_settings (ForceFeedbackAttenuation) – Override attenuation settings package to play effect with
auto_destroy (bool) – Whether the returned force feedback component will be automatically cleaned up when the feedback patern finishes (by completing or stopping) or whether it can be reactivated
- Returns
Force Feedback Component to manipulate the playing feedback effect with
- Return type
-
classmethod
spawn_sound2d
(world_context_object, sound, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, concurrency_settings=None, persist_across_level_transition=False, auto_destroy=True) → AudioComponent¶ Spawns a sound with no attenuation, perfect for UI sounds.
Not Replicated.
- Parameters
world_context_object (Object) –
sound (SoundBase) – Sound to play.
volume_multiplier (float) – Multiplied with the volume to make the sound louder or softer.
pitch_multiplier (float) – Multiplies the pitch.
start_time (float) – How far in to the sound to begin playback at
concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
persist_across_level_transition (bool) –
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
An audio component to manipulate the spawned sound
- Return type
-
classmethod
spawn_sound_at_location
(world_context_object, sound, location, rotation=[0.0, 0.0, 0.0], volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, concurrency_settings=None, auto_destroy=True) → AudioComponent¶ Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.
- Parameters
world_context_object (Object) –
sound (SoundBase) – sound to play
location (Vector) – World position to play sound at
rotation (Rotator) – World rotation to play sound at
volume_multiplier (float) – Volume multiplier
pitch_multiplier (float) – PitchMultiplier
start_time (float) – How far in to the sound to begin playback at
attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
An audio component to manipulate the spawned sound
- Return type
-
classmethod
spawn_sound_attached
(sound, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, concurrency_settings=None, auto_destroy=True) → AudioComponent¶ Plays a sound attached to and following the specified component. This is a fire and forget sound. Replication is also not handled at this point.
- Parameters
sound (SoundBase) – sound to play
attach_to_component (SceneComponent) –
attach_point_name (Name) – Optional named point within the AttachComponent to play the sound at
location (Vector) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
rotation (Rotator) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
stop_when_attached_to_destroyed (bool) – Specifies whether the sound should stop playing when the owner of the attach to component is destroyed.
volume_multiplier (float) – Volume multiplier
pitch_multiplier (float) – PitchMultiplier
start_time (float) – How far in to the sound to begin playback at
attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
An audio component to manipulate the spawned sound
- Return type
-
classmethod
suggest_projectile_velocity_custom_arc
(world_context_object, start_pos, end_pos, override_gravity_z=0.0, arc_param=0.5) → Vector or None¶ Returns the launch velocity needed for a projectile at rest at StartPos to land on EndPos. Assumes a medium arc (e.g. 45 deg on level ground). Projectile velocity is variable and unconstrained. Does no tracing.
- Parameters
world_context_object (Object) –
start_pos (Vector) – Start position of the simulation
end_pos (Vector) – Desired end location for the simulation
override_gravity_z (float) – Optional override of WorldGravityZ
arc_param (float) – Change height of arc between 0.0-1.0 where 0.5 is the default medium arc, 0 is up, and 1 is directly toward EndPos.
- Returns
out_launch_velocity (Vector): Returns the launch velocity required to reach the EndPos
- Return type