unreal.AttenuationVolumeComponent¶
- class unreal.AttenuationVolumeComponent(outer=None, name='None')¶
Bases:
unreal.AudioGameplayVolumeComponentBaseUAttenuationVolumeComponent - Audio Gameplay Volume component for occlusion settings (volume attenuation)
C++ Source:
Plugin: AudioGameplayVolume
Module: AudioGameplayVolume
File: AttenuationVolumeComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data(Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags(Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classexterior_time(float): [Read-Write] Exterior Time: The time over which to interpolate from the current volume to the desired volume of sounds outside the volume when the player enters the volumeexterior_volume(float): [Read-Write] Exterior Volume: The desired volume of sounds outside the volume when the player is inside the volumeinterior_time(float): [Read-Write] Interior Time: The time over which to interpolate from the current volume to the desired volume of sounds inside the volume when the player enters the volumeinterior_volume(float): [Read-Write] Interior Volume: The desired volume of sounds inside the volume when the player is outside the volumeis_editor_only(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentpriority(int32): [Read-Write] Priority: The priority of this component. In the case of overlapping volumes or multiple affecting components, the highest priority is chosen.replicates(bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- property exterior_time¶
[Read-Write] Exterior Time: The time over which to interpolate from the current volume to the desired volume of sounds outside the volume when the player enters the volume
- Type
(float)
- property exterior_volume¶
[Read-Write] Exterior Volume: The desired volume of sounds outside the volume when the player is inside the volume
- Type
(float)
- property interior_time¶
[Read-Write] Interior Time: The time over which to interpolate from the current volume to the desired volume of sounds inside the volume when the player enters the volume
- Type
(float)
- property interior_volume¶
[Read-Write] Interior Volume: The desired volume of sounds inside the volume when the player is outside the volume
- Type
(float)