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 componentauto_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 navigationcomponent_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 classexterior_lpf
(float): [Read-Write] Exterior LPF: The desired LPF frequency cutoff (in hertz) of sounds outside the volume when the player is inside the volumeexterior_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 volumeinterior_lpf
(float): [Read-Write] Interior LPF: The desired LPF frequency cutoff (in hertz) of sounds inside the volume when the player is outside the volumeinterior_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 volumeis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentpriority
(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)