unreal.OculusAudioMaterialComponent
¶
- class unreal.OculusAudioMaterialComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
OculusAudio material components are used to set the acoustic properties of the geometry.
// PAS: TODO check these UCLASS parameters
C++ Source:
Plugin: OculusAudio
Module: OculusAudio
File: OculusAudioMaterialComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absorption1000_hz
(float): [Read-Only] How much this material absorbs 1000Hz:absorption125_hz
(float): [Read-Only] How much this material absorbs 125Hz:absorption2000_hz
(float): [Read-Only] How much this material absorbs 2000Hz:absorption250_hz
(float): [Read-Only] How much this material absorbs 250Hz:absorption4000_hz
(float): [Read-Only] How much this material absorbs 4000Hz:absorption500_hz
(float): [Read-Only] How much this material absorbs 500Hz:absorption63_hz
(float): [Read-Only] How much this material absorbs 63Hz:absorption8000_hz
(float): [Read-Only] How much this material absorbs 8000Hz:asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_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 navigationcomponent_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 classis_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmaterial_preset
(OculusAudioMaterial): [Read-Write] Choose from a variety of preset physical materials, or choose Custom to specify values manually.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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!scattering1000_hz
(float): [Read-Only] How much this material scatters 1000Hz:scattering125_hz
(float): [Read-Only] How much this material scatters 125Hz:scattering2000_hz
(float): [Read-Only] How much this material scatters 2000Hz:scattering250_hz
(float): [Read-Only] How much this material scatters 250Hz:scattering4000_hz
(float): [Read-Only] How much this material scatters 4000Hz:scattering500_hz
(float): [Read-Only] How much this material scatters 500Hz:scattering63_hz
(float): [Read-Only] How much this material scatters 63Hz:scattering8000_hz
(float): [Read-Only] How much this material scatters 8000Hz:transmission1000_hz
(float): [Read-Only] How much this material transmits 1000Hz:transmission125_hz
(float): [Read-Only] How much this material transmits 125Hz:transmission2000_hz
(float): [Read-Only] How much this material transmits 2000Hz:transmission250_hz
(float): [Read-Only] How much this material transmits 250Hz:transmission4000_hz
(float): [Read-Only] How much this material transmits 4000Hz:transmission500_hz
(float): [Read-Only] How much this material transmits 500Hz:transmission63_hz
(float): [Read-Only] How much this material transmits 63Hz:transmission8000_hz
(float): [Read-Only] How much this material transmits 8000Hz: