unreal.VOIPTalker
¶
- class unreal.VOIPTalker(outer: Object | None = None, name: 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] Array of user data stored with the componentasset_user_data_editor_only
(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 buildson_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!settings
(VoiceSettings): [Read-Write] 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) –
- classmethod create_talker_for_player(owning_state) VOIPTalker ¶
function for creating and registering a UVOIPTalker.
- Parameters:
owning_state (PlayerState) –
- Return type:
- 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:
- 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] Configurable settings for this player’s voice. When set, this will update the next time the player speaks.
- Type: