unreal.AudioComponentGroup
¶
- class unreal.AudioComponentGroup(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
SceneComponent
Automatic Handler for voices and parameters across any number of AudioComponents
C++ Source:
Plugin: AudioGameplay
Module: AudioGameplay
File: AudioComponentGroup.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_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.components
(Array[AudioComponent]): [Read-Only]detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classhidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.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 deactivatedon_killed
(SoundGroupChanged): [Read-Write]on_stopped
(SoundGroupChanged): [Read-Write]on_unvirtualized
(SoundGroupChanged): [Read-Write]on_virtualized
(SoundGroupChanged): [Read-Write]persistent_params
(Array[AudioParameter]): [Read-Only]physics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)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!should_update_physics_volume
(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()use_attach_parent_bound
(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.visible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
- add_extension(new_extension) None ¶
Add Extension
- Parameters:
new_extension (AudioComponentGroupExtension) –
- add_external_component(component_to_add) None ¶
Allow an externally created AudioComponent to share parameters with this SoundGroup
- Parameters:
component_to_add (AudioComponent) –
- property on_killed: SoundGroupChanged¶
[Read-Write]
- Type:
- property on_stopped: SoundGroupChanged¶
[Read-Write]
- Type:
- property on_unvirtualized: SoundGroupChanged¶
[Read-Write]
- Type:
- property on_virtualized: SoundGroupChanged¶
[Read-Write]
- Type:
- remove_extension(new_extension) None ¶
Remove Extension
- Parameters:
new_extension (AudioComponentGroupExtension) –
- set_parameters_blueprint(parameters) None ¶
Sets an array of parameters as a batch
- Parameters:
parameters (Array[AudioParameter]) –
- set_trigger_parameter(name) None ¶
Executes a named trigger. Does not cache trigger value, so only executes if the sound is already playing. If the intent is for the trigger to execute immediately (if playing) and be called on initialization for all future instances, call ‘SetBoolParameter’ with the intended initial trigger behavior (true if trigger desired on initialization, false if not).
- Parameters:
name (Name) –
- classmethod static_get_or_create_component_group(actor) AudioComponentGroup ¶
Static Get or Create Component Group
- Parameters:
actor (Actor) –
- Return type: