unreal.VOIPTalker

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

Bases: unreal.ActorComponent

C++ Source:

  • Module: Engine

  • File: VoiceConfig.h

Editor Properties: (see get_editor_property/set_editor_property)

  • 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

  • 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!

  • settings (VoiceSettings): [Read-Write] Configurable settings for this player’s voice. When set, this will update the next time the player speaks.

bp_on_talking_begin(audio_component)None

Blueprint native event for when this player starts speaking.

Parameters

audio_component (AudioComponent) –

bp_on_talking_end()None

Blueprint native event for when this player stops speaking.

classmethod create_talker_for_player(owning_state)VOIPTalker

function for creating and registering a UVOIPTalker.

Parameters

owning_state (PlayerState) –

Returns

Return type

VOIPTalker

get_voice_level()float

Get the current level of how loud this player is speaking. Will return 0.0 if player is not talking.

Returns

Return type

float

register_with_player_state(owning_state)None

This function sets up this talker with a specific player. It is necessary to use this to properly control a specific player’s voice and receive events.

Parameters

owning_state (PlayerState) –

property settings

[Read-Write] Configurable settings for this player’s voice. When set, this will update the next time the player speaks.

Type

(VoiceSettings)