unreal.AudioParameterComponent

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

Bases: AudioGameplayComponent

UAudioParameterComponent - Can be used to set/store audio parameters and automatically dispatch them (through ActorSoundParameterInterface) to any sounds played by the component’s Owner Actor

C++ Source:

  • Plugin: AudioGameplay

  • Module: AudioGameplay

  • File: AudioParameterComponent.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

  • on_parameter_changed (OnParameterChanged): [Read-Write]

  • parameters (Array[AudioParameter]): [Read-Write]

  • 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!

get_actor_sound_params() Array[AudioParameter]

Overrides logic for gathering AudioParameters to set by default when an AudioComponent/ActiveSound plays with a given actor as its Owner.

Returns:

params (Array[AudioParameter]):

Return type:

Array[AudioParameter]

get_parameters() Array[AudioParameter]

Get Parameters

Return type:

Array[AudioParameter]

property on_parameter_changed: OnParameterChanged

[Read-Write]

Type:

(OnParameterChanged)

reset_parameters() None

Resets all parameters to their original values.

set_bool_array_parameter(name, value) None

Sets a named Boolean Array

Parameters:
set_bool_parameter(name, bool) None

Sets a named Boolean

Parameters:
set_float_array_parameter(name, value) None

Sets a named Float Array

Parameters:
set_float_parameter(name, float) None

Sets a named Float

Parameters:
set_int_array_parameter(name, value) None

Sets a named Int32 Array

Parameters:
set_int_parameter(name, int) None

Sets a named Int32

Parameters:
  • name (Name) –

  • int (int32) –

set_object_array_parameter(name, value) None

Sets a named UObject Array

Parameters:
set_object_parameter(name, value) None

Sets a named UObject

Parameters:
set_parameters_blueprint(parameters) None

Sets an array of parameters as a batch

Parameters:

parameters (Array[AudioParameter]) –

set_string_array_parameter(name, value) None

Sets a named String Array

Parameters:
set_string_parameter(name, value) None

Sets a named String

Parameters:
set_trigger_parameter(name) None

Executes a named trigger. Does not cache trigger value, so only executes if the sound is already playing. If the intent is for the trigger to execute immediately (if playing) and be called on initialization for all future instances, call ‘SetBoolParameter’ with the intended initial trigger behavior (true if trigger desired on initialization, false if not).

Parameters:

name (Name) –