unreal.AudioGameplayVolumeComponent

class unreal.AudioGameplayVolumeComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: AudioGameplayComponent

Component used to drive interaction with AudioGameplayVolumeSubsystem (“Audio Toggle” subsystem).

This is the component that makes the owning actor behave like an Audio Toggle, and where you can configure how a toggle can be active or inactive (through its Toggle Condition). Blueprints can bind arbitrary effects to the toggle becoming On or Off through this component’s “On Toggled On” and “On Toggled Off” events. But you will usually want to add Audio

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 component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_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 navigation

  • component_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 class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • on_proxy_enter (OnAudioGameplayVolumeProxyStateChange): [Read-Write] Blueprint event for proxy enter

  • on_proxy_exit (OnAudioGameplayVolumeProxyStateChange): [Read-Write] Blueprint event for proxy exit

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • proxy (AudioGameplayVolumeProxy): [Read-Write] The kind of condition that this Audio Toggle uses to evaluate its On/Off state. See the tooltip for each choice to see how they work and can be further configured.

  • 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 on_proxy_enter: OnAudioGameplayVolumeProxyStateChange

[Read-Write] Blueprint event for proxy enter

Type:

(OnAudioGameplayVolumeProxyStateChange)

property on_proxy_exit: OnAudioGameplayVolumeProxyStateChange

[Read-Write] Blueprint event for proxy exit

Type:

(OnAudioGameplayVolumeProxyStateChange)

property proxy: AudioGameplayVolumeProxy

[Read-Write] The kind of condition that this Audio Toggle uses to evaluate its On/Off state. See the tooltip for each choice to see how they work and can be further configured.

Type:

(AudioGameplayVolumeProxy)