unreal.GameplayStatics
¶
- class unreal.GameplayStatics(outer=None, name='None')¶
Bases:
unreal.BlueprintFunctionLibrary
Static class with useful gameplay utility functions that can be called from both Blueprint and C++
C++ Source:
Module: Engine
File: GameplayStatics.h
- classmethod activate_reverb_effect(world_context_object, reverb_effect, tag_name, priority=0.0, volume=0.5, fade_time=2.0) → None¶
Activates a Reverb Effect without the need for an Audio Volume
- Parameters
- classmethod announce_accessible_string(announcement_string) → None¶
If accessibility is enabled, have the platform announce a string to the player. These announcements can be interrupted by system accessibiliity announcements or other accessibility announcement requests. This should be used judiciously as flooding a player with announcements can be overrwhelming and confusing. Try to make announcements concise and clear. NOTE: Currently only supported on Win10, Mac, iOS
- Parameters
announcement_string (str) –
- classmethod apply_damage(damaged_actor, base_damage, event_instigator, damage_causer, damage_type_class) → float¶
Hurts the specified actor with generic damage.
- Parameters
damaged_actor (Actor) – Actor that will be damaged.
base_damage (float) – The base damage to apply.
event_instigator (Controller) – Controller that was responsible for causing this damage (e.g. player who shot the weapon)
damage_causer (Actor) – Actor that actually caused the damage (e.g. the grenade that exploded)
damage_type_class (type(Class)) – Class that describes the damage that was done.
- Returns
Actual damage the ended up being applied to the actor.
- Return type
- classmethod apply_point_damage(damaged_actor, base_damage, hit_from_direction, hit_info, event_instigator, damage_causer, damage_type_class) → float¶
Hurts the specified actor with the specified impact.
- Parameters
damaged_actor (Actor) – Actor that will be damaged.
base_damage (float) – The base damage to apply.
hit_from_direction (Vector) – Direction the hit came FROM
hit_info (HitResult) – Collision or trace result that describes the hit
event_instigator (Controller) – Controller that was responsible for causing this damage (e.g. player who shot the weapon)
damage_causer (Actor) – Actor that actually caused the damage (e.g. the grenade that exploded)
damage_type_class (type(Class)) – Class that describes the damage that was done.
- Returns
Actual damage the ended up being applied to the actor.
- Return type
- classmethod apply_radial_damage(world_context_object, base_damage, origin, damage_radius, damage_type_class, ignore_actors, damage_causer=None, instigated_by_controller=None, do_full_damage=False, damage_prevention_channel=CollisionChannel.ECC_VISIBILITY) → bool¶
Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.
- Parameters
world_context_object (Object) –
base_damage (float) – The base damage to apply, i.e. the damage at the origin.
origin (Vector) – Epicenter of the damage area.
damage_radius (float) – Radius of the damage area, from Origin
damage_type_class (type(Class)) – Class that describes the damage that was done.
damage_causer (Actor) – Actor that actually caused the damage (e.g. the grenade that exploded). This actor will not be damaged and it will not block damage.
instigated_by_controller (Controller) – Controller that was responsible for causing this damage (e.g. player who threw the grenade)
do_full_damage (bool) –
damage_prevention_channel (CollisionChannel) – Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel
- Returns
true if damage was applied to at least one actor.
- Return type
- classmethod apply_radial_damage_with_falloff(world_context_object, base_damage, minimum_damage, origin, damage_inner_radius, damage_outer_radius, damage_falloff, damage_type_class, ignore_actors, damage_causer=None, instigated_by_controller=None, damage_prevention_channel=CollisionChannel.ECC_VISIBILITY) → bool¶
Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.
- Parameters
world_context_object (Object) –
base_damage (float) – The base damage to apply, i.e. the damage at the origin.
minimum_damage (float) –
origin (Vector) – Epicenter of the damage area.
damage_inner_radius (float) – Radius of the full damage area, from Origin
damage_outer_radius (float) – Radius of the minimum damage area, from Origin
damage_falloff (float) – Falloff exponent of damage from DamageInnerRadius to DamageOuterRadius
damage_type_class (type(Class)) – Class that describes the damage that was done.
damage_causer (Actor) – Actor that actually caused the damage (e.g. the grenade that exploded)
instigated_by_controller (Controller) – Controller that was responsible for causing this damage (e.g. player who threw the grenade)
damage_prevention_channel (CollisionChannel) – Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel
- Returns
true if damage was applied to at least one actor.
- Return type
- classmethod are_any_listeners_within_range(world_context_object, location, maximum_range) → bool¶
Determines if any audio listeners are within range of the specified location note: This will always return false if there is no audio device, or the audio device is disabled.
- classmethod are_subtitles_enabled() → bool¶
Returns whether or not subtitles are currently enabled.
- Returns
true if subtitles are enabled.
- Return type
- classmethod blueprint_predict_projectile_path_advanced(world_context_object, predict_params) → PredictProjectilePathResult or None¶
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns true if it hit something.
- Parameters
world_context_object (Object) –
predict_params (PredictProjectilePathParams) – Input params to the trace (start location, velocity, time to simulate, etc).
- Returns
True if hit something along the path (if tracing with collision).
predict_result (PredictProjectilePathResult): Output result of the trace (Hit result, array of location/velocity/times for each trace step, etc).
- Return type
- classmethod blueprint_predict_projectile_path_by_object_type(world_context_object, start_pos, launch_velocity, trace_path, projectile_radius, object_types, trace_complex, actors_to_ignore, draw_debug_type, draw_debug_time, sim_frequency=15.0, max_sim_time=2.0, override_gravity_z=0.0) → (out_hit=HitResult, out_path_positions=Array(Vector), out_last_trace_destination=Vector) or None¶
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something.
- Parameters
world_context_object (Object) –
start_pos (Vector) – First start trace location
launch_velocity (Vector) – Velocity the “virtual projectile” is launched at
trace_path (bool) – Trace along the entire path to look for blocking hits
projectile_radius (float) – Radius of the virtual projectile to sweep against the environment
object_types (Array(ObjectTypeQuery)) – ObjectTypes to trace against, if bTracePath is true.
trace_complex (bool) – Use TraceComplex (trace against triangles not primitives)
actors_to_ignore (Array(Actor)) – Actors to exclude from the traces
draw_debug_type (DrawDebugTrace) – Debug type (one-frame, duration, persistent)
draw_debug_time (float) – Duration of debug lines (only relevant for DrawDebugType::Duration)
sim_frequency (float) – Determines size of each sub-step in the simulation (chopping up MaxSimTime)
max_sim_time (float) – Maximum simulation time for the virtual projectile.
override_gravity_z (float) – Optional override of Gravity (if 0, uses WorldGravityZ)
- Returns
True if hit something along the path if tracing for collision.
out_hit (HitResult): Predicted hit result, if the projectile will hit something
out_path_positions (Array(Vector)): Predicted projectile path. Ordered series of positions from StartPos to the end. Includes location at point of impact if it hit something.
out_last_trace_destination (Vector): Goal position of the final trace it did. Will not be in the path if there is a hit.
- Return type
tuple or None
- classmethod blueprint_predict_projectile_path_by_trace_channel(world_context_object, start_pos, launch_velocity, trace_path, projectile_radius, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, draw_debug_time, sim_frequency=15.0, max_sim_time=2.0, override_gravity_z=0.0) → (out_hit=HitResult, out_path_positions=Array(Vector), out_last_trace_destination=Vector) or None¶
Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something (if tracing with collision).
- Parameters
world_context_object (Object) –
start_pos (Vector) – First start trace location
launch_velocity (Vector) – Velocity the “virtual projectile” is launched at
trace_path (bool) – Trace along the entire path to look for blocking hits
projectile_radius (float) – Radius of the virtual projectile to sweep against the environment
trace_channel (CollisionChannel) – TraceChannel to trace against, if bTracePath is true.
trace_complex (bool) – Use TraceComplex (trace against triangles not primitives)
actors_to_ignore (Array(Actor)) – Actors to exclude from the traces
draw_debug_type (DrawDebugTrace) – Debug type (one-frame, duration, persistent)
draw_debug_time (float) – Duration of debug lines (only relevant for DrawDebugType::Duration)
sim_frequency (float) – Determines size of each sub-step in the simulation (chopping up MaxSimTime)
max_sim_time (float) – Maximum simulation time for the virtual projectile.
override_gravity_z (float) – Optional override of Gravity (if 0, uses WorldGravityZ)
- Returns
True if hit something along the path (if tracing with collision).
out_hit (HitResult): Predicted hit result, if the projectile will hit something
out_path_positions (Array(Vector)): Predicted projectile path. Ordered series of positions from StartPos to the end. Includes location at point of impact if it hit something.
out_last_trace_destination (Vector): Goal position of the final trace it did. Will not be in the path if there is a hit.
- Return type
tuple or None
- classmethod blueprint_suggest_projectile_velocity(world_context_object, start_location, end_location, launch_speed, override_gravity_z, trace_option, collision_radius, favor_high_arc, draw_debug) → Vector or None¶
Calculates an launch velocity for a projectile to hit a specified point.
- Parameters
world_context_object (Object) –
start_location (Vector) – Intended launch location
end_location (Vector) – Desired landing location
launch_speed (float) – Desired launch speed
override_gravity_z (float) – Optional gravity override. 0 means “do not override”.
trace_option (SuggestProjVelocityTraceOption) – Controls whether or not to validate a clear path by tracing along the calculated arc
collision_radius (float) – Radius of the projectile (assumed spherical), used when tracing
favor_high_arc (bool) – If true and there are 2 valid solutions, will return the higher arc. If false, will favor the lower arc.
draw_debug (bool) – When true, a debug arc is drawn (red for an invalid arc, green for a valid arc)
- Returns
Returns false if there is no valid solution or the valid solutions are blocked. Returns true otherwise.
toss_velocity (Vector): (output) Result launch velocity.
- Return type
- classmethod clear_sound_mix_class_override(world_context_object, sound_mix_modifier, sound_class, fade_out_time=1.0) → None¶
Clears any existing override of the Sound Class Adjuster in the given Sound Mix
- Parameters
world_context_object (Object) –
sound_mix_modifier (SoundMix) – The sound mix to modify.
sound_class (SoundClass) – The sound class in the sound mix to clear overrides from.
fade_out_time (float) – The interpolation time to use to go from the current sound class adjuster override values to the non-override values.
- classmethod clear_sound_mix_modifiers(world_context_object) → None¶
Clear all sound mix modifiers from the audio system
- Parameters
world_context_object (Object) –
- classmethod clear_sound_mode(world_context_object)¶
deprecated: ‘clear_sound_mode’ was renamed to ‘clear_sound_mix_modifiers’.
- classmethod create_player(world_context_object, controller_id=- 1, spawn_player_controller=True) → PlayerController¶
Create a new player for this game.
- Parameters
world_context_object (Object) –
controller_id (int32) – The ID of the controller that the should control the newly created player. A value of -1 specifies to use the next available ID
spawn_player_controller (bool) – Whether a player controller should be spawned immediately for this player. If false a player controller will not be created automatically until transition to the next map.
- Returns
The created player controller if one is created.
- Return type
- classmethod create_save_game_object(save_game_class) → SaveGame¶
Create a new, empty SaveGame object to set data on and then pass to SaveGameToSlot.
- classmethod create_sound2d(world_context_object, sound, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, concurrency_settings=None, persist_across_level_transition=False, auto_destroy=True) → AudioComponent¶
This function allows users to create Audio Components in advance of playback with settings specifically for non-spatialized, non-distance-attenuated sounds. Audio Components created using this function by default will not have Spatialization applied.
- Parameters
world_context_object (Object) –
sound (SoundBase) – Sound to create.
volume_multiplier (float) – A linear scalar multiplied with the volume, in order to make the sound louder or softer.
pitch_multiplier (float) – A linear scalar multiplied with the pitch.
start_time (float) – How far into the sound to begin playback at
concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
persist_across_level_transition (bool) –
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping), or whether it can be reactivated
- Returns
An audio component to manipulate the created sound
- Return type
- classmethod deactivate_reverb_effect(world_context_object, tag_name) → None¶
Deactivates a Reverb Effect that was applied outside of an Audio Volume
- classmethod delete_game_in_slot(slot_name, user_index) → bool¶
Delete a save game in a particular slot.
- Parameters
slot_name (str) – Name of save game slot to delete.
user_index (int32) – For some platforms, master user index to identify the user doing the deletion.
- Returns
True if a file was actually able to be deleted. use DoesSaveGameExist to distinguish between delete failures and failure due to file not existing.
- Return type
- classmethod deproject_screen_to_world(player, screen_position) → (world_position=Vector, world_direction=Vector) or None¶
Transforms the given 2D screen space coordinate into a 3D world-space point and direction.
- Parameters
player (PlayerController) – Deproject using this player’s view.
screen_position (Vector2D) – 2D screen space to deproject.
- Returns
world_position (Vector): (out) Corresponding 3D position in world space.
world_direction (Vector): (out) World space direction vector away from the camera at the given 2d point.
- Return type
tuple or None
- classmethod does_save_game_exist(slot_name, user_index) → bool¶
See if a save game exists with the specified name.
- classmethod enable_live_streaming(enable) → None¶
Toggle live DVR streaming.
- Parameters
enable (bool) – If true enable streaming, otherwise disable.
- classmethod find_collision_uv(hit, uv_channel) → Vector2D or None¶
Try and find the UV for a collision impact. Note this ONLY works if ‘Support UV From Hit Results’ is enabled in Physics Settings.
- classmethod find_nearest_actor(origin, actors_to_check) -> (Actor, distance=float)¶
Returns an Actor nearest to Origin from ActorsToCheck array.
- classmethod flush_level_streaming(world_context_object) → None¶
Flushes level streaming in blocking fashion and returns when all sub-levels are loaded / visible / hidden
- Parameters
world_context_object (Object) –
- classmethod get_accurate_real_time() -> (seconds=int32, partial_seconds=float)¶
Returns time in seconds since the application was started. Unlike the other time functions this is accurate to the exact time this function is called instead of set once per frame.
- Returns
seconds (int32):
partial_seconds (float):
- Return type
tuple
- classmethod get_actor_array_average_location(actors) → Vector¶
Find the average location (centroid) of an array of Actors
- classmethod get_actor_array_bounds(actors, only_colliding_components) -> (center=Vector, box_extent=Vector)¶
Bind the bounds of an array of Actors
- classmethod get_actor_of_class(world_context_object, actor_class) → Actor¶
Find the first Actor in the world of the specified class. This is a slow operation, use with caution e.g. do not use every frame.
- classmethod get_all_actors_of_class(world_context_object, actor_class)¶
Find all Actors in the world of the specified class. This is a slow operation, use with caution e.g. do not use every frame.
- classmethod get_all_actors_of_class_with_tag(world_context_object, actor_class, tag)¶
Find all Actors in the world of the specified class with the specified tag. This is a slow operation, use with caution e.g. do not use every frame.
- Parameters
- Returns
out_actors (Array(Actor)): Output array of Actors of the specified tag.
- Return type
- classmethod get_all_actors_with_interface(world_context_object, interface)¶
Find all Actors in the world with the specified interface. This is a slow operation, use with caution e.g. do not use every frame.
- classmethod get_all_actors_with_tag(world_context_object, tag)¶
Find all Actors in the world with the specified tag. This is a slow operation, use with caution e.g. do not use every frame.
- classmethod get_audio_time_seconds(world_context_object) → float¶
Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped.
- classmethod get_closest_listener_location(world_context_object, location, maximum_range, allow_attenuation_override) → Vector or None¶
Finds and returns the position of the closest listener to the specified location note: This will always return false if there is no audio device, or the audio device is disabled.
- Parameters
world_context_object (Object) –
location (Vector) – The location from which we’d like to find the closest listener, in world space.
maximum_range (float) – The maximum distance away from Location that a listener can be.
allow_attenuation_override (bool) – True for the adjusted listener position (if attenuation override is set), false for the raw listener position (for panning)
- Returns
true if we’ve successfully found a listener within MaximumRange of Location, otherwise false.
listener_position (Vector): [Out] The position of the closest listener in world space, if found.
- Return type
- classmethod get_current_level_name(world_context_object, remove_prefix_string=True) → str¶
Get the name of the currently-open level.
- classmethod get_current_reverb_effect(world_context_object) → ReverbEffect¶
Returns the highest priority reverb settings currently active from any source (Audio Volumes or manual settings).
- Parameters
world_context_object (Object) –
- Returns
- Return type
- classmethod get_enable_world_rendering(world_context_object) → bool¶
Returns the world rendering state
- classmethod get_game_info(world_context_object)¶
deprecated: ‘get_game_info’ was renamed to ‘get_game_mode’.
- classmethod get_game_instance(world_context_object) → GameInstance¶
Returns the game instance object
- Parameters
world_context_object (Object) –
- Returns
- Return type
- classmethod get_game_mode(world_context_object) → GameModeBase¶
Returns the current GameModeBase or Null if it can’t be retrieved, such as on the client
- Parameters
world_context_object (Object) –
- Returns
- Return type
- classmethod get_game_replication_info(world_context_object)¶
deprecated: ‘get_game_replication_info’ was renamed to ‘get_game_state’.
- classmethod get_game_state(world_context_object) → GameStateBase¶
Returns the current GameStateBase or Null if it can’t be retrieved
- Parameters
world_context_object (Object) –
- Returns
- Return type
- classmethod get_global_time_dilation(world_context_object) → float¶
Gets the current global time dilation.
- classmethod get_int_option(options, key, default_value) → int32¶
Find an option in the options string and return it as an integer.
- classmethod get_key_value(pair) -> (key=str, value=str)¶
Break up a key=value pair into its key and value.
- Parameters
pair (str) – The string containing a pair to split apart.
- Returns
key (str): (out) Key portion of Pair. If no = in string will be the same as Pair.
value (str): (out) Value portion of Pair. If no = in string will be empty.
- Return type
tuple
- classmethod get_max_audio_channel_count(world_context_object) → int32¶
Retrieves the max voice count currently used by the audio engine.
- Parameters
world_context_object (Object) –
- Returns
- Return type
int32
- classmethod get_object_class(object)¶
Returns the class of a passed in Object, will always be valid if Object is not NULL
- classmethod get_platform_name() → str¶
Returns the string name of the current platform, to perform different behavior based on platform. (Platform names include Windows, Mac, IOS, Android, PS4, XboxOne, Linux)
- Returns
- Return type
- classmethod get_player_camera(world_context_object, player_index)¶
deprecated: ‘get_player_camera’ was renamed to ‘get_player_camera_manager’.
- classmethod get_player_camera_manager(world_context_object, player_index) → PlayerCameraManager¶
Returns the player’s camera manager for the specified player index
- Parameters
world_context_object (Object) –
player_index (int32) –
- Returns
- Return type
- classmethod get_player_character(world_context_object, player_index) → Character¶
Returns the player character (NULL if the player pawn doesn’t exist OR is not a character) at the specified player index
- classmethod get_player_controller(world_context_object, player_index) → PlayerController¶
Returns the player controller at the specified player index
- Parameters
world_context_object (Object) –
player_index (int32) –
- Returns
- Return type
- classmethod get_player_controller_from_id(world_context_object, controller_id) → PlayerController¶
Returns the player controller that has the given controller ID
- Parameters
world_context_object (Object) –
controller_id (int32) –
- Returns
- Return type
- classmethod get_player_controller_id(player) → int32¶
Gets what controller ID a Player is using
- Parameters
player (PlayerController) – The player controller of the player to get the ID of
- Returns
The ID of the passed in player. -1 if there is no controller for the passed in player
- Return type
int32
- classmethod get_player_pawn(world_context_object, player_index) → Pawn¶
Returns the player pawn at the specified player index
- classmethod get_real_time_seconds(world_context_object) → float¶
Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped
- classmethod get_streaming_level(world_context_object, package_name) → LevelStreaming¶
Returns level streaming object with specified level package name
- Parameters
- Returns
- Return type
- classmethod get_surface_type(hit) → PhysicalSurface¶
Returns the EPhysicalSurface type of the given Hit. To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section
- Parameters
hit (HitResult) –
- Returns
- Return type
- classmethod get_time_seconds(world_context_object) → float¶
Returns time in seconds since world was brought up for play, adjusted by time dilation and IS stopped when game pauses
- classmethod get_unpaused_time_seconds(world_context_object) → float¶
Returns time in seconds since world was brought up for play, adjusted by time dilation and IS NOT stopped when game pauses
- classmethod get_view_projection_matrix(desired_view) -> (view_matrix=Matrix, projection_matrix=Matrix, view_projection_matrix=Matrix)¶
Returns the View Matrix, Projection Matrix and the View x Projection Matrix for a given view
- Parameters
desired_view (MinimalViewInfo) – FMinimalViewInfo struct for a camera.
- Returns
view_matrix (Matrix): (out) Corresponding View Matrix
projection_matrix (Matrix): (out) Corresponding Projection Matrix
view_projection_matrix (Matrix): (out) Corresponding View x Projection Matrix
- Return type
tuple
- classmethod get_viewport_mouse_capture_mode(world_context_object) → MouseCaptureMode¶
Returns the current viewport mouse capture mode
- Parameters
world_context_object (Object) –
- Returns
- Return type
- classmethod get_world_delta_seconds(world_context_object) → float¶
Returns the frame delta time in seconds, adjusted by time dilation.
- classmethod get_world_origin_location(world_context_object) → IntVector¶
Returns world origin current location.
- classmethod grass_overlapping_sphere_count(world_context_object, static_mesh, center_position, radius) → int32¶
Counts how many grass foliage instances overlap a given sphere.
- Parameters
world_context_object (Object) –
static_mesh (StaticMesh) –
center_position (Vector) – The center position of the sphere.
radius (float) – The radius of the sphere.
- Returns
Number of foliage instances with their mesh set to Mesh that overlap the sphere.
- Return type
int32
- classmethod has_launch_option(option_to_check) → bool¶
Checks the commandline to see if the desired option was specified on the commandline (e.g. -demobuild)
- classmethod is_splitscreen_force_disabled(world_context_object) → bool¶
Returns the split screen state
- classmethod k2_set_sound_mode(world_context_object, sound_mix)¶
deprecated: ‘k2_set_sound_mode’ was renamed to ‘set_base_sound_mix’.
- classmethod load_game_from_slot(slot_name, user_index) → SaveGame¶
Load the contents from a given slot.
- classmethod load_stream_level(world_context_object, level_name, make_visible_after_load, should_block_on_load, latent_info) → None¶
Stream the level (by Name); Calling again before it finishes has no effect
- Parameters
world_context_object (Object) –
level_name (Name) –
make_visible_after_load (bool) –
should_block_on_load (bool) –
latent_info (LatentActionInfo) –
- classmethod load_stream_level_by_soft_object_ptr(world_context_object, level, make_visible_after_load, should_block_on_load, latent_info) → None¶
Stream the level (by Object Reference); Calling again before it finishes has no effect
- Parameters
world_context_object (Object) –
level (World) –
make_visible_after_load (bool) –
should_block_on_load (bool) –
latent_info (LatentActionInfo) –
- classmethod open_level(world_context_object, level_name, absolute=True, options='') → None¶
Travel to another level
- classmethod open_level_by_soft_object_ptr(world_context_object, level, absolute=True, options='') → None¶
Travel to another level
- classmethod play_dialogue2d(world_context_object, dialogue, context, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0) → None¶
Plays a dialogue directly with no attenuation, perfect for UI.
Fire and Forget.
Not Replicated.
- Parameters
world_context_object (Object) –
dialogue (DialogueWave) – dialogue to play
context (DialogueContext) – context the dialogue is to play in
volume_multiplier (float) – A linear scalar multiplied with the volume, in order to make the sound louder or softer.
pitch_multiplier (float) – A linear scalar multiplied with the pitch.
start_time (float) – How far in to the dialogue to begin playback at
- classmethod play_dialogue_at_location(world_context_object, dialogue, context, location, rotation, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None) → None¶
- Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor.
Replication is also not handled at this point.
- Parameters
world_context_object (Object) –
dialogue (DialogueWave) – dialogue to play
context (DialogueContext) – context the dialogue is to play in
location (Vector) – World position to play dialogue at
rotation (Rotator) – World rotation to play dialogue at
volume_multiplier (float) – A linear scalar multiplied with the volume, in order to make the sound louder or softer.
pitch_multiplier (float) – A linear scalar multiplied with the pitch.
start_time (float) – How far in to the dialogue to begin playback at
attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
- classmethod play_dialogue_attached(dialogue, context, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, auto_destroy=True)¶
deprecated: ‘play_dialogue_attached’ was renamed to ‘spawn_dialogue_attached’.
- classmethod play_sound2d(world_context_object, sound, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, concurrency_settings=None, owning_actor=None, is_ui_sound=True) → None¶
Plays a sound directly with no attenuation, perfect for UI sounds.
Fire and Forget.
Not Replicated.
- Parameters
world_context_object (Object) –
sound (SoundBase) – Sound to play.
volume_multiplier (float) – A linear scalar multiplied with the volume, in order to make the sound louder or softer.
pitch_multiplier (float) – A linear scalar multiplied with the pitch.
start_time (float) – How far in to the sound to begin playback at
concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
owning_actor (Actor) – The actor to use as the “owner” for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner.
is_ui_sound (bool) – True if sound is UI related, else false
- classmethod play_sound_at_location(world_context_object, sound, location, rotation, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, concurrency_settings=None, owning_actor=None) → None¶
Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.
- Parameters
world_context_object (Object) –
sound (SoundBase) – sound to play
location (Vector) – World position to play sound at
rotation (Rotator) – World rotation to play sound at
volume_multiplier (float) – A linear scalar multiplied with the volume, in order to make the sound louder or softer.
pitch_multiplier (float) – A linear scalar multiplied with the pitch.
start_time (float) – How far in to the sound to begin playback at
attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
owning_actor (Actor) – The actor to use as the “owner” for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner.
- classmethod play_sound_attached(sound, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, concurrency_settings=None, auto_destroy=True)¶
deprecated: ‘play_sound_attached’ was renamed to ‘spawn_sound_attached’.
- classmethod play_world_camera_shake(world_context_object, shake, epicenter, inner_radius, outer_radius, falloff=1.0, orient_shake_towards_epicenter=False) → None¶
Plays an in-world camera shake that affects all nearby local players, with distance-based attenuation. Does not replicate.
- Parameters
world_context_object (Object) – Object that we can obtain a world context from
epicenter (Vector) – location to place the effect in world space
inner_radius (float) – Cameras inside this radius are ignored
outer_radius (float) – Cameras outside of InnerRadius and inside this are effected
falloff (float) – Affects falloff of effect as it nears OuterRadius
orient_shake_towards_epicenter (bool) – Changes the rotation of shake to point towards epicenter instead of forward
- classmethod pop_sound_mix_modifier(world_context_object, sound_mix_modifier) → None¶
Pop a sound mix modifier from the audio system
- classmethod pop_sound_mode(world_context_object, sound_mix_modifier)¶
deprecated: ‘pop_sound_mode’ was renamed to ‘pop_sound_mix_modifier’.
- classmethod predict_projectile_path(world_context_object, start_pos, launch_velocity, trace_path, projectile_radius, object_types, trace_complex, actors_to_ignore, draw_debug_type, draw_debug_time, sim_frequency=15.0, max_sim_time=2.0, override_gravity_z=0.0)¶
deprecated: ‘predict_projectile_path’ was renamed to ‘blueprint_predict_projectile_path_by_object_type’.
- classmethod prime_all_sounds_in_sound_class(sound_class) → None¶
Primes the sound sound waves in the given USoundClass, caching the first chunk of streamed audio. *
- Parameters
sound_class (SoundClass) –
- classmethod prime_sound(sound) → None¶
Primes the sound, caching the first chunk of streamed audio.
- Parameters
sound (SoundBase) –
- classmethod project_world_to_screen(player, world_position, player_viewport_relative=False) → Vector2D or None¶
Transforms the given 3D world-space point into a its 2D screen space coordinate.
- Parameters
player (PlayerController) – Project using this player’s view.
world_position (Vector) – World position to project.
player_viewport_relative (bool) – Should this be relative to the player viewport subregion (useful when using player attached widgets in split screen)
- Returns
screen_position (Vector2D): (out) Corresponding 2D position in screen space
- Return type
- classmethod push_sound_mix_modifier(world_context_object, sound_mix_modifier) → None¶
Push a sound mix modifier onto the audio system
- classmethod push_sound_mode(world_context_object, sound_mix_modifier)¶
deprecated: ‘push_sound_mode’ was renamed to ‘push_sound_mix_modifier’.
- classmethod rebase_local_origin_onto_zero(world_context_object, world_location) → Vector¶
Returns origin based position for local world location.
- classmethod rebase_zero_origin_onto_local(world_context_object, world_location) → Vector¶
Returns local location for origin based position.
- classmethod remove_player(player, destroy_pawn) → None¶
Removes a player from this game.
- Parameters
player (PlayerController) – The player controller of the player to be removed
destroy_pawn (bool) – Whether the controlled pawn should be deleted as well
- classmethod save_game_to_slot(save_game_object, slot_name, user_index) → bool¶
Save the contents of the SaveGameObject to a platform-specific save slot/file. note: This will write out all non-transient properties, the SaveGame property flag is not checked
- Parameters
- Returns
Whether we successfully saved this information
- Return type
- classmethod set_base_sound_mix(world_context_object, sound_mix) → None¶
Set the sound mix of the audio system for special EQing
- classmethod set_enable_world_rendering(world_context_object, enable) → None¶
Enabled rendering of the world
- classmethod set_force_disable_splitscreen(world_context_object, disable) → None¶
Enables split screen
- classmethod set_global_listener_focus_parameters(world_context_object, focus_azimuth_scale=1.0, non_focus_azimuth_scale=1.0, focus_distance_scale=1.0, non_focus_distance_scale=1.0, focus_volume_scale=1.0, non_focus_volume_scale=1.0, focus_priority_scale=1.0, non_focus_priority_scale=1.0) → None¶
Sets the global listener focus parameters, which will scale focus behavior of sounds based on their focus azimuth settings in their attenuation settings.
Fire and Forget.
Not Replicated.
- Parameters
world_context_object (Object) –
focus_azimuth_scale (float) – An angle scale value used to scale the azimuth angle that defines where sounds are in-focus.
non_focus_azimuth_scale (float) –
focus_distance_scale (float) – A distance scale value to use for sounds which are in-focus. Values < 1.0 will reduce perceived distance to sounds, values > 1.0 will increase perceived distance to in-focus sounds.
non_focus_distance_scale (float) – A distance scale value to use for sounds which are out-of-focus. Values < 1.0 will reduce perceived distance to sounds, values > 1.0 will increase perceived distance to in-focus sounds.
focus_volume_scale (float) –
non_focus_volume_scale (float) –
focus_priority_scale (float) – A priority scale value (> 0.0) to use for sounds which are in-focus. Values < 1.0 will reduce the priority of in-focus sounds, values > 1.0 will increase the priority of in-focus sounds.
non_focus_priority_scale (float) – A priority scale value (> 0.0) to use for sounds which are out-of-focus. Values < 1.0 will reduce the priority of sounds out-of-focus sounds, values > 1.0 will increase the priority of out-of-focus sounds.
- classmethod set_global_pitch_modulation(world_context_object, pitch_modulation, time_sec) → None¶
Sets a global pitch modulation scalar that will apply to all non-UI sounds
Fire and Forget.
Not Replicated.
- classmethod set_global_time_dilation(world_context_object, time_dilation) → None¶
Sets the global time dilation.
- classmethod set_max_audio_channels_scaled(world_context_object, max_channel_count_scale) → None¶
Sets the max number of voices (also known as “channels”) dynamically by percentage. E.g. if you want to temporarily reduce voice count by 50%, use 0.50. Later, you can return to the original max voice count by using 1.0.
- classmethod set_player_controller_id(player, controller_id) → None¶
Sets what controller ID a Player should be using
- Parameters
player (PlayerController) – The player controller of the player to change the controller ID of
controller_id (int32) – The controller ID to assign to this player
- classmethod set_sound_class_distance_scale(world_context_object, sound_class, distance_attenuation_scale, time_sec=0.0) → None¶
Linearly interpolates the attenuation distance scale value from it’s current attenuation distance override value (1.0f it not overridden) to its new attenuation distance override, over the given amount of time
Fire and Forget.
Not Replicated.
- Parameters
world_context_object (Object) –
sound_class (SoundClass) – Sound class to to use to set the attenuation distance scale on.
distance_attenuation_scale (float) – A scalar for the attenuation distance used for computing distance attenuation.
time_sec (float) – A time value to linearly interpolate from the current distance attenuation scale value to the new value.
- classmethod set_sound_mix_class_override(world_context_object, sound_mix_modifier, sound_class, volume=1.0, pitch=1.0, fade_in_time=1.0, apply_to_children=True) → None¶
- Overrides the sound class adjuster in the given sound mix. If the sound class does not exist in the input sound mix,
the sound class adjuster will be added to the list of active sound mix modifiers.
- Parameters
world_context_object (Object) –
sound_mix_modifier (SoundMix) – The sound mix to modify.
sound_class (SoundClass) – The sound class to override (or add) in the sound mix.
volume (float) – The volume scale to set the sound class adjuster to.
pitch (float) – The pitch scale to set the sound class adjuster to.
fade_in_time (float) – The interpolation time to use to go from the current sound class adjuster values to the new values.
apply_to_children (bool) – Whether or not to apply this override to the sound class’ children or to just the specified sound class.
- classmethod set_subtitles_enabled(enabled) → None¶
Will set subtitles to be enabled or disabled.
- Parameters
enabled (bool) – will enable subtitle drawing if true, disable if false.
- classmethod set_time_dilation(world_context_object, time_dilation)¶
deprecated: ‘set_time_dilation’ was renamed to ‘set_global_time_dilation’.
- classmethod set_viewport_mouse_capture_mode(world_context_object, mouse_capture_mode) → None¶
Sets the current viewport mouse capture mode
- Parameters
world_context_object (Object) –
mouse_capture_mode (MouseCaptureMode) –
- classmethod set_world_origin_location(world_context_object, new_location) → None¶
Requests a new location for a world origin.
- classmethod spawn_decal_at_location(world_context_object, decal_material, decal_size, location, rotation=[0.0, - 90.0, 0.0], life_span=0.0) → DecalComponent¶
Spawns a decal at the given location and rotation, fire and forget. Does not replicate.
- Parameters
world_context_object (Object) –
decal_material (MaterialInterface) – decal’s material
decal_size (Vector) – size of decal
location (Vector) – location to place the decal in world space
rotation (Rotator) – rotation to place the decal in world space
life_span (float) – destroy decal component after time runs out (0 = infinite)
- Returns
- Return type
- classmethod spawn_decal_attached(decal_material, decal_size, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, life_span=0.0) → DecalComponent¶
Spawns a decal attached to and following the specified component. Does not replicate.
- Parameters
decal_material (MaterialInterface) – decal’s material
decal_size (Vector) – size of decal
attach_to_component (SceneComponent) –
attach_point_name (Name) – Optional named point within the AttachComponent to spawn the emitter at
location (Vector) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
rotation (Rotator) – Depending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a realative offset
location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
life_span (float) – destroy decal component after time runs out (0 = infinite)
- Returns
- Return type
- classmethod spawn_dialogue2d(world_context_object, dialogue, context, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, auto_destroy=True) → AudioComponent¶
Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. Audio Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Audio Component.
Not Replicated.
- Parameters
world_context_object (Object) –
dialogue (DialogueWave) – dialogue to play
context (DialogueContext) – context the dialogue is to play in
volume_multiplier (float) – A linear scalar multiplied with the volume, in order to make the sound louder or softer.
pitch_multiplier (float) – A linear scalar multiplied with the pitch.
start_time (float) – How far in to the dialogue to begin playback at
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
An audio component to manipulate the spawned sound
- Return type
- classmethod spawn_dialogue_at_location(world_context_object, dialogue, context, location, rotation=[0.0, 0.0, 0.0], volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, auto_destroy=True) → AudioComponent¶
Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase, which is then passed on to the new Audio Component. This function allows users to create and play Audio Components at a specific World Location and Rotation. Useful for spatialized and/or distance-attenuated dialogue.
- Parameters
world_context_object (Object) –
dialogue (DialogueWave) – Dialogue to play
context (DialogueContext) – Context the dialogue is to play in
location (Vector) – World position to play dialogue at
rotation (Rotator) – World rotation to play dialogue at
volume_multiplier (float) – A linear scalar multiplied with the volume, in order to make the sound louder or softer.
pitch_multiplier (float) – A linear scalar multiplied with the pitch.
start_time (float) – How far into the dialogue to begin playback at
attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
Audio Component to manipulate the playing dialogue with
- Return type
- classmethod spawn_dialogue_attached(dialogue, context, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, auto_destroy=True) → AudioComponent¶
- Spawns a DialogueWave, a special type of Asset that requires Context data in order to resolve a specific SoundBase,
which is then passed on to the new Audio Component. This function allows users to create and play Audio Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated dialogue that needs to follow another object in space.
- Parameters
dialogue (DialogueWave) – dialogue to play
context (DialogueContext) – context the dialogue is to play in
attach_to_component (SceneComponent) –
attach_point_name (Name) – Optional named point within the AttachComponent to play the sound at
location (Vector) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
rotation (Rotator) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
stop_when_attached_to_destroyed (bool) – Specifies whether the sound should stop playing when the owner its attached to is destroyed.
volume_multiplier (float) – A linear scalar multiplied with the volume, in order to make the sound louder or softer.
pitch_multiplier (float) – A linear scalar multiplied with the pitch.
start_time (float) – How far in to the dialogue to begin playback at
attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
Audio Component to manipulate the playing dialogue with
- Return type
- classmethod spawn_emitter_at_location(world_context_object, emitter_template, location, rotation=[0.0, 0.0, 0.0], scale=[1.0, 1.0, 1.0], auto_destroy=True, pooling_method=PSCPoolMethod.NONE, auto_activate_system=True) → ParticleSystemComponent¶
Plays the specified effect at the given location and rotation, fire and forget. The system will go away when the effect is complete. Does not replicate.
- Parameters
world_context_object (Object) – Object that we can obtain a world context from
emitter_template (ParticleSystem) – particle system to create
location (Vector) – location to place the effect in world space
rotation (Rotator) – rotation to place the effect in world space
scale (Vector) – scale to create the effect at
auto_destroy (bool) – Whether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated
pooling_method (PSCPoolMethod) – Method used for pooling this component. Defaults to none.
auto_activate_system (bool) –
- Returns
- Return type
- classmethod spawn_emitter_attached(emitter_template, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], scale=[1.0, 1.0, 1.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, auto_destroy=True, pooling_method=PSCPoolMethod.NONE, auto_activate=True) → ParticleSystemComponent¶
Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate.
- Parameters
emitter_template (ParticleSystem) – particle system to create
attach_to_component (SceneComponent) –
attach_point_name (Name) – Optional named point within the AttachComponent to spawn the emitter at
location (Vector) – Depending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world location that will be translated to a relative offset (if LocationType is KeepWorldPosition).
rotation (Rotator) – Depending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset (if LocationType is KeepWorldPosition).
scale (Vector) – Depending on the value of LocationType this is either a relative scale from the attach component or an absolute world scale that will be translated to a relative scale (if LocationType is KeepWorldPosition).
location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
auto_destroy (bool) – Whether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated
pooling_method (PSCPoolMethod) – Method used for pooling this component. Defaults to none.
auto_activate (bool) – Whether the component will be automatically activated on creation.
- Returns
- Return type
- classmethod spawn_force_feedback_at_location(world_context_object, force_feedback_effect, location, rotation=[0.0, 0.0, 0.0], looping=False, intensity_multiplier=1.0, start_time=0.0, attenuation_settings=None, auto_destroy=True) → ForceFeedbackComponent¶
Plays a force feedback effect at the given location. This is a fire and forget effect and does not travel with any actor. Replication is also not handled at this point.
- Parameters
world_context_object (Object) –
force_feedback_effect (ForceFeedbackEffect) – effect to play
location (Vector) – World position to center the effect at
rotation (Rotator) – World rotation to center the effect at
looping (bool) –
intensity_multiplier (float) – Intensity multiplier
start_time (float) – How far in to the feedback effect to begin playback at
attenuation_settings (ForceFeedbackAttenuation) – Override attenuation settings package to play effect with
auto_destroy (bool) – Whether the returned force feedback component will be automatically cleaned up when the feedback pattern finishes (by completing or stopping) or whether it can be reactivated
- Returns
Force Feedback Component to manipulate the playing feedback effect with
- Return type
- classmethod spawn_force_feedback_attached(force_feedback_effect, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, looping=False, intensity_multiplier=1.0, start_time=0.0, attenuation_settings=None, auto_destroy=True) → ForceFeedbackComponent¶
Plays a force feedback effect attached to and following the specified component. This is a fire and forget effect. Replication is also not handled at this point.
- Parameters
force_feedback_effect (ForceFeedbackEffect) – effect to play
attach_to_component (SceneComponent) –
attach_point_name (Name) – Optional named point within the AttachComponent to attach to
location (Vector) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
rotation (Rotator) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
stop_when_attached_to_destroyed (bool) – Specifies whether the feedback effect should stop playing when the owner of the attach to component is destroyed.
looping (bool) –
intensity_multiplier (float) – Intensity multiplier
start_time (float) – How far in to the feedback effect to begin playback at
attenuation_settings (ForceFeedbackAttenuation) – Override attenuation settings package to play effect with
auto_destroy (bool) – Whether the returned force feedback component will be automatically cleaned up when the feedback patern finishes (by completing or stopping) or whether it can be reactivated
- Returns
Force Feedback Component to manipulate the playing feedback effect with
- Return type
- classmethod spawn_sound2d(world_context_object, sound, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, concurrency_settings=None, persist_across_level_transition=False, auto_destroy=True) → AudioComponent¶
This function allows users to create Audio Components with settings specifically for non-spatialized, non-distance-attenuated sounds. Audio Components created using this function by default will not have Spatialization applied. Sound instances will begin playing upon spawning this Audio Component.
Not Replicated.
- Parameters
world_context_object (Object) –
sound (SoundBase) – Sound to play.
volume_multiplier (float) – A linear scalar multiplied with the volume, in order to make the sound louder or softer.
pitch_multiplier (float) – A linear scalar multiplied with the pitch.
start_time (float) – How far in to the sound to begin playback at
concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
persist_across_level_transition (bool) –
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
An audio component to manipulate the spawned sound
- Return type
- classmethod spawn_sound_at_location(world_context_object, sound, location, rotation=[0.0, 0.0, 0.0], volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, concurrency_settings=None, auto_destroy=True) → AudioComponent¶
Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.
- Parameters
world_context_object (Object) –
sound (SoundBase) – sound to play
location (Vector) – World position to play sound at
rotation (Rotator) – World rotation to play sound at
volume_multiplier (float) – A linear scalar multiplied with the volume, in order to make the sound louder or softer.
pitch_multiplier (float) – A linear scalar multiplied with the pitch.
start_time (float) – How far in to the sound to begin playback at
attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
An audio component to manipulate the spawned sound
- Return type
- classmethod spawn_sound_attached(sound, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, concurrency_settings=None, auto_destroy=True) → AudioComponent¶
This function allows users to create and play Audio Components attached to a specific Scene Component. Useful for spatialized and/or distance-attenuated sounds that need to follow another object in space.
- Parameters
sound (SoundBase) – sound to play
attach_to_component (SceneComponent) –
attach_point_name (Name) – Optional named point within the AttachComponent to play the sound at
location (Vector) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
rotation (Rotator) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
stop_when_attached_to_destroyed (bool) – Specifies whether the sound should stop playing when the owner of the attach to component is destroyed.
volume_multiplier (float) – A linear scalar multiplied with the volume, in order to make the sound louder or softer.
pitch_multiplier (float) – A linear scalar multiplied with the pitch.
start_time (float) – How far in to the sound to begin playback at
attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
- Returns
An audio component to manipulate the spawned sound
- Return type
- classmethod suggest_projectile_velocity_custom_arc(world_context_object, start_pos, end_pos, override_gravity_z=0.0, arc_param=0.5) → Vector or None¶
Returns the launch velocity needed for a projectile at rest at StartPos to land on EndPos. Assumes a medium arc (e.g. 45 deg on level ground). Projectile velocity is variable and unconstrained. Does no tracing.
- Parameters
world_context_object (Object) –
start_pos (Vector) – Start position of the simulation
end_pos (Vector) – Desired end location for the simulation
override_gravity_z (float) – Optional override of WorldGravityZ
arc_param (float) – Change height of arc between 0.0-1.0 where 0.5 is the default medium arc, 0 is up, and 1 is directly toward EndPos.
- Returns
out_launch_velocity (Vector): Returns the launch velocity required to reach the EndPos
- Return type
- classmethod un_retain_all_sounds_in_sound_class(sound_class) → None¶
Iterate through all soundwaves an release and handles to retained chunks. (if the chunk is not being played, the chunk will be up for eviction) *
- Parameters
sound_class (SoundClass) –