unreal.VOIPTalker

class unreal.VOIPTalker(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: ActorComponent

C++ Source:

  • Module: Engine

  • File: VoiceConfig.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

  • 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

  • replicate_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!

  • settings (VoiceSettings): [Read-Write] Settings: 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.

Parameters:

audio_component (AudioComponent) –

bp_on_talking_end() None

Blueprint native event for when this player stops speaking.

classmethod create_talker_for_player(owning_state) VOIPTalker

function for creating and registering a UVOIPTalker.

Parameters:

owning_state (PlayerState) –

Return type:

VOIPTalker

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:

float

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.

Parameters:

owning_state (PlayerState) –

property settings: VoiceSettings

[Read-Write] Settings: Configurable settings for this player’s voice. When set, this will update the next time the player speaks.

Type:

(VoiceSettings)