unreal.AudioMotorModelComponent

class unreal.AudioMotorModelComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: ActorComponent

Audio Motor Model Component

C++ Source:

  • Plugin: AudioMotorSim

  • Module: AudioMotorSim

  • File: AudioMotorModelComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_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 navigation

  • component_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 class

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] 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] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • sim_components (Array[MotorSimEntry]): [Read-Write]

add_motor_audio_component(component) None

Add Motor Audio Component

Parameters:

component (AudioMotorSimOutput) –

add_motor_sim_component(component, sort_order=0) None

Add Motor Sim Component

Parameters:
get_cached_input_data() AudioMotorSimInputContext

Get Cached Input Data

Return type:

AudioMotorSimInputContext

get_gear() int32

Get Gear

Return type:

int32

get_rpm() float

Get Rpm

Return type:

float

get_runtime_info() AudioMotorSimRuntimeContext

Get Runtime Info

Return type:

AudioMotorSimRuntimeContext

remove_motor_audio_component(component) None

Remove Motor Audio Component

Parameters:

component (AudioMotorSimOutput) –

remove_motor_sim_component(component) None

Remove Motor Sim Component

Parameters:

component (AudioMotorSim) –

reset() None

Reset

property sim_components: None

[Read-Only]

Type:

(Array[MotorSimEntry])

start_output() None

Start Output

stop_output() None

Stop Output

update(input) None

Update

Parameters:

input (AudioMotorSimInputContext) –