unreal.AudioMotorSimComponent

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

Bases: ActorComponent

Audio Motor Sim Component

C++ Source:

  • Plugin: AudioMotorSim

  • Module: AudioMotorSim

  • File: IAudioMotorSim.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.

  • cached_input (AudioMotorSimInputContext): [Read-Write] Input data after running this component

  • cached_runtime_info (AudioMotorSimRuntimeContext): [Read-Write] runtime info after running this component

  • 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

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

  • 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!

bp_reset() None

Called when something Resets this component

bp_update(input, runtime_info) (input=AudioMotorSimInputContext, runtime_info=AudioMotorSimRuntimeContext) or None
Called every tick that this component is being updated. Use “Set Members in Struct” to update values for future components in the chain. The return value does nothing.
Parameters:
  • input (AudioMotorSimInputContext) – Holds values which are not saved between update frames which represent input to the simulation *

  • runtime_info (AudioMotorSimRuntimeContext) – Holds values which are saved between update frames to represent the output or state of the simulation *

Returns:

Vestigial, does nothing.

input (AudioMotorSimInputContext): Holds values which are not saved between update frames which represent input to the simulation *

runtime_info (AudioMotorSimRuntimeContext): Holds values which are saved between update frames to represent the output or state of the simulation *

Return type:

tuple or None

property cached_input: AudioMotorSimInputContext

[Read-Only] Input data after running this component

Type:

(AudioMotorSimInputContext)

property cached_runtime_info: AudioMotorSimRuntimeContext

[Read-Only] runtime info after running this component

Type:

(AudioMotorSimRuntimeContext)

reset() None

Use to reset any state that might be desired. Will be called automatically if the entire MotorSim is Reset, or call it manually