unreal.AudioGameplayVolumeMutator

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

Bases: AudioGameplayComponent

UAudioGameplayVolumeMutator - These components are used for more complex interactions with AudioGameplayVolumes.

Currently, components inheriting this base can affect interior settings as well as active sounds or the audio listener(s) inside the volume. See also: FilterVolumeComponent, AttenuationVolumeComponent, SubmixSendComponent, SubmixOverrideVolumeComponent, and ReverbVolumeComponent

C++ Source:

  • Plugin: AudioGameplayVolume

  • Module: AudioGameplayVolume

  • File: AudioGameplayVolumeMutator.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

  • 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

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

  • priority (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 priority: int

[Read-Write] The priority of this component. In the case of overlapping volumes or multiple affecting components, the highest priority is chosen.

Type:

(int32)

set_priority(priority) None

Set Priority

Parameters:

priority (int32) –