unreal.OculusAudioGeometryBSP
¶
-
class
unreal.
OculusAudioGeometryBSP
(outer=None, name='None')¶ Bases:
unreal.OculusAudioMaterialComponent
Oculus Audio Geometry BSP
C++ Source:
Plugin: OculusAudio
Module: OculusAudio
File: OculusAudioGeometryBSP.h
Editor Properties: (see get_editor_property/set_editor_property)
absorption1000_hz
(float): [Read-Only] How much this material absorbs :absorption125_hz
(float): [Read-Only] How much this material absorbs :absorption2000_hz
(float): [Read-Only] How much this material absorbs :absorption250_hz
(float): [Read-Only] How much this material absorbs :absorption4000_hz
(float): [Read-Only] How much this material absorbs :absorption500_hz
(float): [Read-Only] How much this material absorbs :absorption63_hz
(float): [Read-Only] How much this material absorbs :absorption8000_hz
(float): [Read-Only] How much this material absorbs :asset_user_data
(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 navigationcomponent_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 classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmaterial_preset
(OculusAudioMaterial): [Read-Write] Choose from a variety of preset physical materials, or choose Custom to specify values manually.on_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 deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!scattering1000_hz
(float): [Read-Only] How much this material scatters :scattering125_hz
(float): [Read-Only] How much this material scatters :scattering2000_hz
(float): [Read-Only] How much this material scatters :scattering250_hz
(float): [Read-Only] How much this material scatters :scattering4000_hz
(float): [Read-Only] How much this material scatters :scattering500_hz
(float): [Read-Only] How much this material scatters :scattering63_hz
(float): [Read-Only] How much this material scatters :scattering8000_hz
(float): [Read-Only] How much this material scatters :transmission1000_hz
(float): [Read-Only] How much this material transmits :transmission125_hz
(float): [Read-Only] How much this material transmits :transmission2000_hz
(float): [Read-Only] How much this material transmits :transmission250_hz
(float): [Read-Only] How much this material transmits :transmission4000_hz
(float): [Read-Only] How much this material transmits :transmission500_hz
(float): [Read-Only] How much this material transmits :transmission63_hz
(float): [Read-Only] How much this material transmits :transmission8000_hz
(float): [Read-Only] How much this material transmits :