unreal.AudioGameplayVolumeComponent
¶
- class unreal.AudioGameplayVolumeComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AudioGameplayComponent
- UAudioGameplayVolumeComponent - Component used to drive interaction with AudioGameplayVolumeSubsystem.
NOTE: Do not inherit from this class, use UAudioGameplayVolumeComponentBase or UAudioGameplayVolumeMutator to create extendable functionality
C++ Source:
Plugin: AudioGameplayVolume
Module: AudioGameplayVolume
File: AudioGameplayVolumeComponent.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 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 deactivatedon_proxy_enter
(OnAudioGameplayVolumeProxyStateChange): [Read-Write] Blueprint event for proxy enteron_proxy_exit
(OnAudioGameplayVolumeProxyStateChange): [Read-Write] Blueprint event for proxy exitprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentproxy
(AudioGameplayVolumeProxy): [Read-Write] A representation of this volume for the audio threadreplicate_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 on_proxy_enter: OnAudioGameplayVolumeProxyStateChange¶
[Read-Write] Blueprint event for proxy enter
- property on_proxy_exit: OnAudioGameplayVolumeProxyStateChange¶
[Read-Write] Blueprint event for proxy exit
- property proxy: AudioGameplayVolumeProxy¶
[Read-Write] A representation of this volume for the audio thread
- Type: