unreal.AudioGameplayVolumeComponent

class unreal.AudioGameplayVolumeComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: AudioGameplayComponent

UAudioGameplayVolumeComponent - Component used to drive interaction with AudioGameplayVolumeSubsystem.

NOTE: Do not inherit from this class, use UAudioGameplayVolumeComponentBase or UAudioGameplayVolumeMutator to create extendable functionality

C++ Source:

  • Plugin: AudioGameplayVolume

  • Module: AudioGameplayVolume

  • File: AudioGameplayVolumeComponent.h

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

  • on_proxy_enter (OnAudioGameplayVolumeProxyStateChange): [Read-Write] Blueprint event for proxy enter

  • on_proxy_exit (OnAudioGameplayVolumeProxyStateChange): [Read-Write] Blueprint event for proxy exit

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

  • proxy (AudioGameplayVolumeProxy): [Read-Write] A representation of this volume for the audio thread

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

property on_proxy_enter: OnAudioGameplayVolumeProxyStateChange

[Read-Write] Blueprint event for proxy enter

Type:

(OnAudioGameplayVolumeProxyStateChange)

property on_proxy_exit: OnAudioGameplayVolumeProxyStateChange

[Read-Write] Blueprint event for proxy exit

Type:

(OnAudioGameplayVolumeProxyStateChange)

property proxy: AudioGameplayVolumeProxy

[Read-Write] A representation of this volume for the audio thread

Type:

(AudioGameplayVolumeProxy)