unreal.AudioMotorSimComponent
¶
- class unreal.AudioMotorSimComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
Audio Motor Sim Component
C++ Source:
Plugin: AudioMotorSim
Module: AudioMotorSim
File: IAudioMotorSim.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.cached_input
(AudioMotorSimInputContext): [Read-Write] Input data after running this componentcached_runtime_info
(AudioMotorSimRuntimeContext): [Read-Write] runtime info after running this componentcan_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 deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_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!
- bp_update(input, runtime_info) (input=AudioMotorSimInputContext, runtime_info=AudioMotorSimRuntimeContext) or None ¶
- Called every tick that this component is being updated. Use “Set Members in Struct” to update values for future components in the chain. The return value does nothing.
- Parameters:
input (AudioMotorSimInputContext) – Holds values which are not saved between update frames which represent input to the simulation *
runtime_info (AudioMotorSimRuntimeContext) – Holds values which are saved between update frames to represent the output or state of the simulation *
- Returns:
Vestigial, does nothing.
input (AudioMotorSimInputContext): Holds values which are not saved between update frames which represent input to the simulation *
runtime_info (AudioMotorSimRuntimeContext): Holds values which are saved between update frames to represent the output or state of the simulation *
- Return type:
tuple or None
- property cached_input: AudioMotorSimInputContext¶
[Read-Only] Input data after running this component
- Type:
- property cached_runtime_info: AudioMotorSimRuntimeContext¶
[Read-Only] runtime info after running this component
- Type: