unreal.AudioParameterComponent
¶
- class unreal.AudioParameterComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
ActorComponent
UAudioParameterComponent - Can be used to set/store audio parameters and automatically dispatch them (through ActorSoundParameterInterface) to any sounds played by the component’s Owner Actor
C++ Source:
Plugin: AudioGameplay
Module: AudioGameplay
File: AudioParameterComponent.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 classis_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 deactivatedparameters
(Array[AudioParameter]): [Read-Write] Parametersprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] Replicate Using Registered Sub Object List: When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- get_actor_sound_params() Array[AudioParameter] ¶
Overrides logic for gathering AudioParameters to set by default when an AudioComponent/ActiveSound plays with a given actor as its Owner.
- Returns:
params (Array[AudioParameter]):
- Return type:
- get_parameters() Array[AudioParameter] ¶
Get Parameters
- Return type:
- set_parameters_blueprint(parameters) None ¶
Sets an array of parameters as a batch
- Parameters:
parameters (Array[AudioParameter]) –
- set_trigger_parameter(name) None ¶
Executes a named trigger. Does not cache trigger value, so only executes if the sound is already playing. If the intent is for the trigger to execute immediately (if playing) and be called on initialization for all future instances, call ‘SetBoolParameter’ with the intended initial trigger behavior (true if trigger desired on initialization, false if not).
- Parameters:
name (Name) –