unreal.FilterVolumeComponent

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

Bases: AudioGameplayVolumeMutator

UFilterVolumeComponent - Audio Gameplay Volume component for occlusion settings (volume filter)

C++ Source:

  • Plugin: AudioGameplayVolume

  • Module: AudioGameplayVolume

  • File: FilterVolumeComponent.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

  • exterior_lpf (float): [Read-Write] The desired LPF frequency cutoff (in hertz) of sounds outside the volume when the player is inside the volume

  • exterior_lpf_time (float): [Read-Write] The time over which to interpolate from the current LPF to the desired LPF of sounds outside the volume when the player enters the volume

  • interior_lpf (float): [Read-Write] The desired LPF frequency cutoff (in hertz) of sounds inside the volume when the player is outside the volume

  • interior_lpf_time (float): [Read-Write] The time over which to interpolate from the current LPF to the desired LPF of sounds inside the volume when the player enters the volume

  • 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

  • priority (int32): [Read-Write] The priority of this component. In the case of overlapping volumes or multiple affecting components, the highest priority is chosen.

  • 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!

property exterior_lpf: float

[Read-Only] The desired LPF frequency cutoff (in hertz) of sounds outside the volume when the player is inside the volume

Type:

(float)

property exterior_lpf_time: float

[Read-Only] The time over which to interpolate from the current LPF to the desired LPF of sounds outside the volume when the player enters the volume

Type:

(float)

property interior_lpf: float

[Read-Only] The desired LPF frequency cutoff (in hertz) of sounds inside the volume when the player is outside the volume

Type:

(float)

property interior_lpf_time: float

[Read-Only] The time over which to interpolate from the current LPF to the desired LPF of sounds inside the volume when the player enters the volume

Type:

(float)

set_exterior_lpf(volume, interpolate_time) None

Set Exterior LPF

Parameters:
set_interior_lpf(volume, interpolate_time) None

Set Interior LPF

Parameters: