unreal.OculusAudioGeometryLandscape
¶
- class unreal.OculusAudioGeometryLandscape(outer=None, name='None')¶
Bases:
unreal.OculusAudioMaterialComponent
Oculus Audio Geometry Landscape
C++ Source:
Plugin: OculusAudio
Module: OculusAudio
File: OculusAudioGeometryLandscape.h
Editor Properties: (see get_editor_property/set_editor_property)
absorption1000_hz
(float): [Read-Only] How much this material absorbs 1000Hz:absorption125_hz
(float): [Read-Only] How much this material absorbs 125Hz:absorption2000_hz
(float): [Read-Only] How much this material absorbs 2000Hz:absorption250_hz
(float): [Read-Only] How much this material absorbs 250Hz:absorption4000_hz
(float): [Read-Only] How much this material absorbs 4000Hz:absorption500_hz
(float): [Read-Only] How much this material absorbs 500Hz:absorption63_hz
(float): [Read-Only] How much this material absorbs 63Hz:absorption8000_hz
(float): [Read-Only] How much this material absorbs 8000Hz: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 1000Hz:scattering125_hz
(float): [Read-Only] How much this material scatters 125Hz:scattering2000_hz
(float): [Read-Only] How much this material scatters 2000Hz:scattering250_hz
(float): [Read-Only] How much this material scatters 250Hz:scattering4000_hz
(float): [Read-Only] How much this material scatters 4000Hz:scattering500_hz
(float): [Read-Only] How much this material scatters 500Hz:scattering63_hz
(float): [Read-Only] How much this material scatters 63Hz:scattering8000_hz
(float): [Read-Only] How much this material scatters 8000Hz:transmission1000_hz
(float): [Read-Only] How much this material transmits 1000Hz:transmission125_hz
(float): [Read-Only] How much this material transmits 125Hz:transmission2000_hz
(float): [Read-Only] How much this material transmits 2000Hz:transmission250_hz
(float): [Read-Only] How much this material transmits 250Hz:transmission4000_hz
(float): [Read-Only] How much this material transmits 4000Hz:transmission500_hz
(float): [Read-Only] How much this material transmits 500Hz:transmission63_hz
(float): [Read-Only] How much this material transmits 63Hz:transmission8000_hz
(float): [Read-Only] How much this material transmits 8000Hz: