unreal.FilterVolumeComponent
¶
- class unreal.FilterVolumeComponent(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
AudioGameplayVolumeMutator
UFilterVolumeComponent - Audio Gameplay Volume component for occlusion settings (volume filter)
C++ Source:
Plugin: AudioGameplayVolume
Module: AudioGameplayVolume
File: FilterVolumeComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the componentauto_activate
(bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor classexterior_lpf
(float): [Read-Write] Exterior LPF: The desired LPF frequency cutoff (in hertz) of sounds outside the volume when the player is inside the volumeexterior_lpf_time
(float): [Read-Write] Exterior LPFTime: The time over which to interpolate from the current LPF to the desired LPF of sounds outside the volume when the player enters the volumeinterior_lpf
(float): [Read-Write] Interior LPF: The desired LPF frequency cutoff (in hertz) of sounds inside the volume when the player is outside the volumeinterior_lpf_time
(float): [Read-Write] Interior LPFTime: The time over which to interpolate from the current LPF to the desired LPF of sounds inside the volume when the player enters the volumeis_editor_only
(bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor buildson_component_activated
(ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Componentpriority
(int32): [Read-Write] Priority: 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] Replicate Using Registered Sub Object List: 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] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- property exterior_lpf: float¶
[Read-Only] Exterior LPF: The desired LPF frequency cutoff (in hertz) of sounds outside the volume when the player is inside the volume
- Type:
(float)
- property exterior_lpf_time: float¶
[Read-Only] Exterior LPFTime: The time over which to interpolate from the current LPF to the desired LPF of sounds outside the volume when the player enters the volume
- Type:
(float)
- property interior_lpf: float¶
[Read-Only] Interior LPF: The desired LPF frequency cutoff (in hertz) of sounds inside the volume when the player is outside the volume
- Type:
(float)
- property interior_lpf_time: float¶
[Read-Only] Interior LPFTime: The time over which to interpolate from the current LPF to the desired LPF of sounds inside the volume when the player enters the volume
- Type:
(float)