unreal.MetasoundParameterPack
¶
- class unreal.MetasoundParameterPack(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Here is the UObject BlueprintType that can be used in c++ and blueprint code. It holds a FMetasoundParamStorage instance and can pass it along to the audio system’s SetObjectParameter function via an AudioProxy.
C++ Source:
Plugin: Metasound
Module: MetasoundFrontend
File: MetasoundParameterPack.h
- get_bool(parameter_name) SetParamResult or None ¶
Get Bool
- Parameters:
parameter_name (Name) –
- Returns:
result (SetParamResult):
- Return type:
SetParamResult or None
- get_float(parameter_name) -> (float, result=SetParamResult)¶
Get Float
- Parameters:
parameter_name (Name) –
- Returns:
result (SetParamResult):
- Return type:
- get_int(parameter_name) -> (int32, result=SetParamResult)¶
Get Int
- Parameters:
parameter_name (Name) –
- Returns:
result (SetParamResult):
- Return type:
- get_string(parameter_name) -> (str, result=SetParamResult)¶
Get String
- Parameters:
parameter_name (Name) –
- Returns:
result (SetParamResult):
- Return type:
- get_trigger(parameter_name) SetParamResult or None ¶
Get Trigger
- Parameters:
parameter_name (Name) –
- Returns:
result (SetParamResult):
- Return type:
SetParamResult or None
- classmethod make_metasound_parameter_pack() MetasoundParameterPack ¶
Make Metasound Parameter Pack
- Return type:
- set_bool(parameter_name, value, only_if_exists=True) SetParamResult ¶
Set Bool
- Parameters:
- Return type:
- set_float(parameter_name, value, only_if_exists=True) SetParamResult ¶
Set Float
- Parameters:
- Return type:
- set_int(parameter_name, value, only_if_exists=True) SetParamResult ¶
Set Int
- Parameters:
- Return type:
- set_string(parameter_name, value, only_if_exists=True) SetParamResult ¶
Set String
- Parameters:
- Return type:
- set_trigger(parameter_name, only_if_exists=True) SetParamResult ¶
Set Trigger
- Parameters:
- Return type: