unreal.PawnNoiseEmitterComponent

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

Bases: unreal.ActorComponent

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.

C++ Source:

  • Module: Engine

  • File: PawnNoiseEmitterComponent.h

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

Parameters
  • noise_maker (Actor) – is the actual actor which made the noise

  • loudness (float) – is the relative loudness of the noise (0.0 to 1.0)

  • noise_location (Vector) – is the position of the noise

property noise_lifetime

[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)

Type

(float)