unreal.AttenuationVolumeComponent
¶
- class unreal.AttenuationVolumeComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AudioGameplayVolumeMutator
UAttenuationVolumeComponent - 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] 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 classexterior_time
(float): [Read-Write] 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] The desired volume of sounds outside the volume when the player is inside the volumeinterior_time
(float): [Read-Write] 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] The desired volume of sounds inside the volume when the player is outside the volumeis_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 Componentpriority
(int32): [Read-Write] The priority of this component. In the case of overlapping volumes or multiple affecting components, the highest priority is chosen.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!
- property exterior_time: float¶
[Read-Only] 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: float¶
[Read-Only] The desired volume of sounds outside the volume when the player is inside the volume
- Type:
(float)
- property interior_time: float¶
[Read-Only] 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: float¶
[Read-Only] The desired volume of sounds inside the volume when the player is outside the volume
- Type:
(float)