unreal.FilterVolumeComponent

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

Bases: unreal.AudioGameplayVolumeComponentBase

UFilterVolumeComponent - Audio Gameplay Volume component for occlusion settings (volume filter)

C++ Source:

  • Plugin: AudioGameplayVolume

  • Module: AudioGameplayVolume

  • File: FilterVolumeComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • exterior_lpf (float): [Read-Write] Exterior LPF: The desired LPF frequency cutoff (in hertz) of sounds outside the volume when the player is inside the volume

  • exterior_lpf_time (float): [Read-Write] Exterior LPFTime: The time over which to interpolate from the current LPF to the desired LPF of sounds outside the volume when the player enters the volume

  • interior_lpf (float): [Read-Write] Interior LPF: The desired LPF frequency cutoff (in hertz) of sounds inside the volume when the player is outside the volume

  • interior_lpf_time (float): [Read-Write] Interior LPFTime: The time over which to interpolate from the current LPF to the desired LPF of sounds inside the volume when the player enters the volume

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • priority (int32): [Read-Write] Priority: The priority of this component. In the case of overlapping volumes or multiple affecting components, the highest priority is chosen.

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

property exterior_lpf

[Read-Write] Exterior LPF: The desired LPF frequency cutoff (in hertz) of sounds outside the volume when the player is inside the volume

Type

(float)

property exterior_lpf_time

[Read-Write] Exterior LPFTime: The time over which to interpolate from the current LPF to the desired LPF of sounds outside the volume when the player enters the volume

Type

(float)

property interior_lpf

[Read-Write] Interior LPF: The desired LPF frequency cutoff (in hertz) of sounds inside the volume when the player is outside the volume

Type

(float)

property interior_lpf_time

[Read-Write] Interior LPFTime: The time over which to interpolate from the current LPF to the desired LPF of sounds inside the volume when the player enters the volume

Type

(float)

set_exterior_lpf(volume, interpolate_time) None

Set Exterior LPF

Parameters
set_interior_lpf(volume, interpolate_time) None

Set Interior LPF

Parameters