- class unreal.VOIPTalker(outer=None, name='None')¶
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.
audio_component (AudioComponent) –
- classmethod create_talker_for_player(owning_state) → VOIPTalker¶
function for creating and registering a UVOIPTalker.
- get_voice_level() → float¶
Get the current level of how loud this player is speaking. Will return 0.0 if player is not talking.
- Return type
- 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.
owning_state (PlayerState) –