unreal.PawnNoiseEmitterComponent
¶
- class unreal.PawnNoiseEmitterComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponent
PawnNoiseEmitterComponent tracks noise event data used by SensingComponents to hear a Pawn. This component is intended to exist on either a Pawn or its Controller. It does nothing on network clients.
C++ Source:
Module: Engine
File: PawnNoiseEmitterComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
ai_perception_system_compatibility_mode
(bool): [Read-Write] If set to true (default value) will notify AIPerceptionSystem about noise events otherwise only PawnSensingComponents will be able to pick up noises generated by this componentasset_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.can_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 buildsnoise_lifetime
(float): [Read-Write] After this amount of time, new sound events will overwrite previous sounds even if they are not louder (allows old sounds to decay)on_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 Componentreplicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!