PawnNoiseEmitterComponent tracks noise event data used by SensingComponents to hear a Pawn. This component is intended to exist on either a Pawn or its Controller. It does nothing on network clients.
Editor Properties: (see get_editor_property/set_editor_property)
ai_perception_system_compatibility_mode(bool): [Read-Write] If set to true (default value) will notify AIPerceptionSystem about noise events otherwise only PawnSensingComponents will be able to pick up noises generated by this component
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
noise_lifetime(float): [Read-Write] After this amount of time, new sound events will overwrite previous sounds even if they are not louder (allows old sounds to decay)
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!
make_noise(noise_maker, loudness, noise_location) → None¶
Cache noises instigated by the owning pawn for AI sensing