unreal.OculusAudioMaterialComponent

class unreal.OculusAudioMaterialComponent(outer=None, name='None')

Bases: unreal.ActorComponent

  • OculusAudio material components are used to set the acoustic properties of the geometry.

// PAS: TODO check these UCLASS parameters

C++ Source:

  • Plugin: OculusAudio

  • Module: OculusAudio

  • File: OculusAudioMaterialComponent.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 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.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • material_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 reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicates (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 :