unreal.SoundscapeColorSpawnSettings
¶
- class unreal.SoundscapeColorSpawnSettings(delay_first_spawn: bool = False, min_first_spawn_delay: float = 0.0, max_first_spawn_delay: float = 0.0, continuously_respawn: bool = False, min_spawn_delay: float = 0.0, max_spawn_delay: float = 0.0, max_number_of_spawned_elements: int = 0, min_spawn_distance: float = 0.0, max_spawn_distance: float = 0.0, cull_by_max_spawn_distance: bool = False, min_spawn_angle: float = 0.0, max_spawn_angle: float = 0.0, clamp_height: bool = False, clamp_mode: SoundscapeColorAltitudeClampMode = Ellipsis, min_spawn_height_clamp: float = 0.0, max_spawn_height_clamp: float = 0.0, rotate_sound_source: bool = False, min_azimuthal_rotation_angle: float = 0.0, max_azimuthal_rotation_angle: float = 0.0, min_altitudinal_rotation_angle: float = 0.0, max_altitudinal_rotation_angle: float = 0.0, position_by_trace: bool = False, trace_vector: Vector = Ellipsis, trace_distance: float = 0.0, trace_channel: CollisionChannel = Ellipsis, filter_by_color_point_density: bool = False, color_point: GameplayTag = Ellipsis, min_color_point_number: int = 0, ignore_z_axis_when_culling_by_max_distance: bool = False)¶
Bases:
StructBase
Struct
C++ Source:
Plugin: Soundscape
Module: Soundscape
File: SoundscapeColor.h
Editor Properties: (see get_editor_property/set_editor_property)
clamp_height
(bool): [Read-Write] When false, there will only be one Element spawnedclamp_mode
(SoundscapeColorAltitudeClampMode): [Read-Write] What mode of altitude clamping to use, Relative clamps the z-axis about the location of the Listener, Absolute clamps the z-axis of the world coordinatescolor_point
(GameplayTag): [Read-Write] Color Pointcontinuously_respawn
(bool): [Read-Write] When false, there will only be one Element spawnedcull_by_max_spawn_distance
(bool): [Read-Write] Culls the voices by the Max Spawn Distancedelay_first_spawn
(bool): [Read-Write] Automatically Element Spawn when Element Returns Finishedfilter_by_color_point_density
(bool): [Read-Write] Filter by Color Point Density allows designers to only allow this Color to spawn in spaces with a specified range of Color Pointsignore_z_axis_when_culling_by_max_distance
(bool): [Read-Write] Culls the voices by the Max Spawn Distancemax_altitudinal_rotation_angle
(float): [Read-Write] The Maximum Altitudinal rotation in the world orientation for Element Playbackmax_azimuthal_rotation_angle
(float): [Read-Write] The Maximum azimuthal rotation in the world orientation for Element Playbackmax_first_spawn_delay
(float): [Read-Write] Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc.max_number_of_spawned_elements
(int32): [Read-Write] Max number of concurrent Elements of this type playing back at once, will not Spawn New ones until current ones are Finished Playingmax_spawn_angle
(float): [Read-Write] The Maximum Azimuth based on the Base’s Forward Vector in which to position Element Playbackmax_spawn_delay
(float): [Read-Write] Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc.max_spawn_distance
(float): [Read-Write] Sets the Maximum Distance from Base for Playback of the Elementmax_spawn_height_clamp
(float): [Read-Write] After Element Playback position is determined, will clamp the Z-Axis to these rangesmin_altitudinal_rotation_angle
(float): [Read-Write] The Minimum Altitudinal rotation in the world orientation for Element Playbackmin_azimuthal_rotation_angle
(float): [Read-Write] The Minimum azimuthal rotation in the world orientation for Element Playbackmin_color_point_number
(int32): [Read-Write] Minimum number of Color Point density required before spawn is successfulmin_first_spawn_delay
(float): [Read-Write] Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc.min_spawn_angle
(float): [Read-Write] The Minimum Azimuth based on the Base’s Forward Vector in which to position Element Playbackmin_spawn_delay
(float): [Read-Write] Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc.min_spawn_distance
(float): [Read-Write] Sets Minimum Distance from Base for Playback of the Elementmin_spawn_height_clamp
(float): [Read-Write] After Element Playback position is determined, will clamp the Z-Axis to these rangesposition_by_trace
(bool): [Read-Write] Position By Trace allows sounds to be repositioned from their spawn point to a new point in space based on the success of an async trace call, unsuccessful hits will result in the sound not spawningrotate_sound_source
(bool): [Read-Write] When false, the sound rotation will be unmodifiedtrace_channel
(CollisionChannel): [Read-Write] The physics trace channel to usetrace_distance
(float): [Read-Write] Trace distancetrace_vector
(Vector): [Read-Write] The Minimum nomralized directional vector in world orientation for the Trace to fire (default to down, z = -1.0f)
- property clamp_height: bool¶
[Read-Write] When false, there will only be one Element spawned
- Type:
(bool)
- property clamp_mode: SoundscapeColorAltitudeClampMode¶
[Read-Write] What mode of altitude clamping to use, Relative clamps the z-axis about the location of the Listener, Absolute clamps the z-axis of the world coordinates
- Type:
- property color_point: GameplayTag¶
[Read-Write] Color Point
- Type:
- property continuously_respawn: bool¶
[Read-Write] When false, there will only be one Element spawned
- Type:
(bool)
- property cull_by_max_spawn_distance: bool¶
[Read-Write] Culls the voices by the Max Spawn Distance
- Type:
(bool)
- property delay_first_spawn: bool¶
[Read-Write] Automatically Element Spawn when Element Returns Finished
- Type:
(bool)
- property filter_by_color_point_density: bool¶
[Read-Write] Filter by Color Point Density allows designers to only allow this Color to spawn in spaces with a specified range of Color Points
- Type:
(bool)
- property ignore_z_axis_when_culling_by_max_distance: bool¶
[Read-Write] Culls the voices by the Max Spawn Distance
- Type:
(bool)
- property max_altitudinal_rotation_angle: float¶
[Read-Write] The Maximum Altitudinal rotation in the world orientation for Element Playback
- Type:
(float)
- property max_azimuthal_rotation_angle: float¶
[Read-Write] The Maximum azimuthal rotation in the world orientation for Element Playback
- Type:
(float)
- property max_first_spawn_delay: float¶
[Read-Write] Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc.
- Type:
(float)
- property max_number_of_spawned_elements: int¶
[Read-Write] Max number of concurrent Elements of this type playing back at once, will not Spawn New ones until current ones are Finished Playing
- Type:
(int32)
- property max_spawn_angle: float¶
[Read-Write] The Maximum Azimuth based on the Base’s Forward Vector in which to position Element Playback
- Type:
(float)
- property max_spawn_delay: float¶
[Read-Write] Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc.
- Type:
(float)
- property max_spawn_distance: float¶
[Read-Write] Sets the Maximum Distance from Base for Playback of the Element
- Type:
(float)
- property max_spawn_height_clamp: float¶
[Read-Write] After Element Playback position is determined, will clamp the Z-Axis to these ranges
- Type:
(float)
- property min_altitudinal_rotation_angle: float¶
[Read-Write] The Minimum Altitudinal rotation in the world orientation for Element Playback
- Type:
(float)
- property min_azimuthal_rotation_angle: float¶
[Read-Write] The Minimum azimuthal rotation in the world orientation for Element Playback
- Type:
(float)
- property min_color_point_number: int¶
[Read-Write] Minimum number of Color Point density required before spawn is successful
- Type:
(int32)
- property min_first_spawn_delay: float¶
[Read-Write] Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc.
- Type:
(float)
- property min_spawn_angle: float¶
[Read-Write] The Minimum Azimuth based on the Base’s Forward Vector in which to position Element Playback
- Type:
(float)
- property min_spawn_delay: float¶
[Read-Write] Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc.
- Type:
(float)
- property min_spawn_distance: float¶
[Read-Write] Sets Minimum Distance from Base for Playback of the Element
- Type:
(float)
- property min_spawn_height_clamp: float¶
[Read-Write] After Element Playback position is determined, will clamp the Z-Axis to these ranges
- Type:
(float)
- property position_by_trace: bool¶
[Read-Write] Position By Trace allows sounds to be repositioned from their spawn point to a new point in space based on the success of an async trace call, unsuccessful hits will result in the sound not spawning
- Type:
(bool)
- property rotate_sound_source: bool¶
[Read-Write] When false, the sound rotation will be unmodified
- Type:
(bool)
- property trace_channel: CollisionChannel¶
[Read-Write] The physics trace channel to use
- Type: