unreal.PhononMaterialComponent¶
- class unreal.PhononMaterialComponent(outer=None, name='None')¶
Bases:
unreal.ActorComponentPhonon Material components are used to customize an actor’s acoustic properties. Only valid on actors that also have a Phonon Geometry component.
C++ Source:
Plugin: SteamAudio
Module: SteamAudio
File: PhononMaterialComponent.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.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 classhigh_freq_absorption(float): [Read-Write] How much this material absorbs high frequency sound.high_freq_transmission(float): [Read-Write] How much this material transmits high frequency sound.is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildslow_freq_absorption(float): [Read-Write] How much this material absorbs low frequency sound.low_freq_transmission(float): [Read-Write] How much this material transmits low frequency sound.material_preset(PhononMaterial): [Read-Write] Choose from a variety of preset physical materials, or choose Custom to specify values manually.mid_freq_absorption(float): [Read-Write] How much this material absorbs mid frequency sound.mid_freq_transmission(float): [Read-Write] How much this material transmits mid frequency sound.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!scattering(float): [Read-Write] Specifies how “rough” the surface is. Surfaces with a high scattering value randomly reflect sound in all directions; surfaces with a low scattering value reflect sound in a mirror-like manner.