unreal.GameplayStatics

class unreal.GameplayStatics(outer=None, name='None')

Bases: unreal.BlueprintFunctionLibrary

Gameplay Statics

C++ Source:

  • Module: Engine
  • File: GameplayStatics.h
classmethod activate_reverb_effect(world_context_object, reverb_effect, tag_name, priority=0.000000, volume=0.500000, fade_time=2.000000) → None

Activates a Reverb Effect without the need for a volume

Parameters:
  • world_context_object (Object) –
  • reverb_effect (ReverbEffect) – Reverb Effect to use
  • tag_name (Name) – Tag to associate with Reverb Effect
  • priority (float) – Priority of the Reverb Effect
  • volume (float) – Volume level of Reverb Effect
  • fade_time (float) – Time before Reverb Effect is fully active
classmethod apply_damage(damaged_actor, base_damage, event_instigator, damage_causer, damage_type_class) → float

Hurts the specified actor with generic damage.

Parameters:
  • damaged_actor (Actor) – Actor that will be damaged.
  • base_damage (float) – The base damage to apply.
  • event_instigator (Controller) – Controller that was responsible for causing this damage (e.g. player who shot the weapon)
  • damage_causer (Actor) – Actor that actually caused the damage (e.g. the grenade that exploded)
  • damage_type_class (type(Class)) – Class that describes the damage that was done.
Returns:

Actual damage the ended up being applied to the actor.

Return type:

float

classmethod apply_point_damage(damaged_actor, base_damage, hit_from_direction, hit_info, event_instigator, damage_causer, damage_type_class) → float

Hurts the specified actor with the specified impact.

Parameters:
  • damaged_actor (Actor) – Actor that will be damaged.
  • base_damage (float) – The base damage to apply.
  • hit_from_direction (Vector) – Direction the hit came FROM
  • hit_info (HitResult) – Collision or trace result that describes the hit
  • event_instigator (Controller) – Controller that was responsible for causing this damage (e.g. player who shot the weapon)
  • damage_causer (Actor) – Actor that actually caused the damage (e.g. the grenade that exploded)
  • damage_type_class (type(Class)) – Class that describes the damage that was done.
Returns:

Actual damage the ended up being applied to the actor.

Return type:

float

classmethod apply_radial_damage(world_context_object, base_damage, origin, damage_radius, damage_type_class, ignore_actors, damage_causer=None, instigated_by_controller=None, do_full_damage=False, damage_prevention_channel=CollisionChannel.ECC_VISIBILITY) → bool

Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.

Parameters:
  • world_context_object (Object) –
  • base_damage (float) – The base damage to apply, i.e. the damage at the origin.
  • origin (Vector) – Epicenter of the damage area.
  • damage_radius (float) – Radius of the damage area, from Origin
  • damage_type_class (type(Class)) – Class that describes the damage that was done.
  • ignore_actors (Array(Actor)) –
  • damage_causer (Actor) – Actor that actually caused the damage (e.g. the grenade that exploded). This actor will not be damaged and it will not block damage.
  • instigated_by_controller (Controller) – Controller that was responsible for causing this damage (e.g. player who threw the grenade)
  • do_full_damage (bool) –
  • damage_prevention_channel (CollisionChannel) – Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel
Returns:

true if damage was applied to at least one actor.

Return type:

bool

classmethod apply_radial_damage_with_falloff(world_context_object, base_damage, minimum_damage, origin, damage_inner_radius, damage_outer_radius, damage_falloff, damage_type_class, ignore_actors, damage_causer=None, instigated_by_controller=None, damage_prevention_channel=CollisionChannel.ECC_VISIBILITY) → bool

Hurt locally authoritative actors within the radius. Will only hit components that block the Visibility channel.

Parameters:
  • world_context_object (Object) –
  • base_damage (float) – The base damage to apply, i.e. the damage at the origin.
  • minimum_damage (float) –
  • origin (Vector) – Epicenter of the damage area.
  • damage_inner_radius (float) – Radius of the full damage area, from Origin
  • damage_outer_radius (float) – Radius of the minimum damage area, from Origin
  • damage_falloff (float) – Falloff exponent of damage from DamageInnerRadius to DamageOuterRadius
  • damage_type_class (type(Class)) – Class that describes the damage that was done.
  • ignore_actors (Array(Actor)) –
  • damage_causer (Actor) – Actor that actually caused the damage (e.g. the grenade that exploded)
  • instigated_by_controller (Controller) – Controller that was responsible for causing this damage (e.g. player who threw the grenade)
  • damage_prevention_channel (CollisionChannel) – Damage will not be applied to victim if there is something between the origin and the victim which blocks traces on this channel
Returns:

true if damage was applied to at least one actor.

Return type:

bool

classmethod are_any_listeners_within_range(world_context_object, location, maximum_range) → bool

Determines if any audio listeners are within range of the specified location This will always return false if there is no audio device, or the audio device is disabled.:

Parameters:
  • world_context_object (Object) –
  • location (Vector) – The location to potentially play a sound at
  • maximum_range (float) – The maximum distance away from Location that a listener can be
Returns:

Return type:

bool

classmethod are_subtitles_enabled() → bool

Returns whether or not subtitles are currently enabled.

Returns:true if subtitles are enabled.
Return type:bool
classmethod blueprint_predict_projectile_path_advanced(world_context_object, predict_params) → PredictProjectilePathResult or None

Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns true if it hit something.

Parameters:
Returns:

True if hit something along the path (if tracing with collision).

predict_result (PredictProjectilePathResult): Output result of the trace (Hit result, array of location/velocity/times for each trace step, etc).

Return type:

PredictProjectilePathResult or None

classmethod blueprint_predict_projectile_path_by_object_type(world_context_object, start_pos, launch_velocity, trace_path, projectile_radius, object_types, trace_complex, actors_to_ignore, draw_debug_type, draw_debug_time, sim_frequency=15.000000, max_sim_time=2.000000, override_gravity_z=0.000000) → (out_hit=HitResult, out_path_positions=Array(Vector), out_last_trace_destination=Vector) or None

Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something.

Parameters:
  • world_context_object (Object) –
  • start_pos (Vector) – First start trace location
  • launch_velocity (Vector) – Velocity the “virtual projectile” is launched at
  • trace_path (bool) – Trace along the entire path to look for blocking hits
  • projectile_radius (float) – Radius of the virtual projectile to sweep against the environment
  • object_types (Array(ObjectTypeQuery)) – ObjectTypes to trace against, if bTracePath is true.
  • trace_complex (bool) – Use TraceComplex (trace against triangles not primitives)
  • actors_to_ignore (Array(Actor)) – Actors to exclude from the traces
  • draw_debug_type (DrawDebugTrace) – Debug type (one-frame, duration, persistent)
  • draw_debug_time (float) – Duration of debug lines (only relevant for DrawDebugType::Duration)
  • sim_frequency (float) – Determines size of each sub-step in the simulation (chopping up MaxSimTime)
  • max_sim_time (float) – Maximum simulation time for the virtual projectile.
  • override_gravity_z (float) – Optional override of Gravity (if 0, uses WorldGravityZ)
Returns:

True if hit something along the path if tracing for collision.

out_hit (HitResult): Predicted hit result, if the projectile will hit something

out_path_positions (Array(Vector)): Predicted projectile path. Ordered series of positions from StartPos to the end. Includes location at point of impact if it hit something.

out_last_trace_destination (Vector): Goal position of the final trace it did. Will not be in the path if there is a hit.

Return type:

tuple or None

classmethod blueprint_predict_projectile_path_by_trace_channel(world_context_object, start_pos, launch_velocity, trace_path, projectile_radius, trace_channel, trace_complex, actors_to_ignore, draw_debug_type, draw_debug_time, sim_frequency=15.000000, max_sim_time=2.000000, override_gravity_z=0.000000) → (out_hit=HitResult, out_path_positions=Array(Vector), out_last_trace_destination=Vector) or None

Predict the arc of a virtual projectile affected by gravity with collision checks along the arc. Returns a list of positions of the simulated arc and the destination reached by the simulation. Returns true if it hit something (if tracing with collision).

Parameters:
  • world_context_object (Object) –
  • start_pos (Vector) – First start trace location
  • launch_velocity (Vector) – Velocity the “virtual projectile” is launched at
  • trace_path (bool) – Trace along the entire path to look for blocking hits
  • projectile_radius (float) – Radius of the virtual projectile to sweep against the environment
  • trace_channel (CollisionChannel) – TraceChannel to trace against, if bTracePath is true.
  • trace_complex (bool) – Use TraceComplex (trace against triangles not primitives)
  • actors_to_ignore (Array(Actor)) – Actors to exclude from the traces
  • draw_debug_type (DrawDebugTrace) – Debug type (one-frame, duration, persistent)
  • draw_debug_time (float) – Duration of debug lines (only relevant for DrawDebugType::Duration)
  • sim_frequency (float) – Determines size of each sub-step in the simulation (chopping up MaxSimTime)
  • max_sim_time (float) – Maximum simulation time for the virtual projectile.
  • override_gravity_z (float) – Optional override of Gravity (if 0, uses WorldGravityZ)
Returns:

True if hit something along the path (if tracing with collision).

out_hit (HitResult): Predicted hit result, if the projectile will hit something

out_path_positions (Array(Vector)): Predicted projectile path. Ordered series of positions from StartPos to the end. Includes location at point of impact if it hit something.

out_last_trace_destination (Vector): Goal position of the final trace it did. Will not be in the path if there is a hit.

Return type:

tuple or None

classmethod blueprint_suggest_projectile_velocity(world_context_object, start_location, end_location, launch_speed, override_gravity_z, trace_option, collision_radius, favor_high_arc, draw_debug) → Vector or None

Calculates an launch velocity for a projectile to hit a specified point.

Parameters:
  • world_context_object (Object) –
  • start_location (Vector) – Intended launch location
  • end_location (Vector) – Desired landing location
  • launch_speed (float) – Desired launch speed
  • override_gravity_z (float) – Optional gravity override. 0 means “do not override”.
  • trace_option (SuggestProjVelocityTraceOption) – Controls whether or not to validate a clear path by tracing along the calculated arc
  • collision_radius (float) – Radius of the projectile (assumed spherical), used when tracing
  • favor_high_arc (bool) – If true and there are 2 valid solutions, will return the higher arc. If false, will favor the lower arc.
  • draw_debug (bool) – When true, a debug arc is drawn (red for an invalid arc, green for a valid arc)
Returns:

Returns false if there is no valid solution or the valid solutions are blocked. Returns true otherwise.

toss_velocity (Vector): (output) Result launch velocity.

Return type:

Vector or None

classmethod cancel_async_loading() → None

Cancels all currently queued streaming packages

classmethod clear_sound_mix_class_override(world_context_object, sound_mix_modifier, sound_class, fade_out_time=1.000000) → None

Clears the override of the sound class adjuster in the given sound mix. If the override did not exist in the sound mix, this will do nothing.

Parameters:
  • world_context_object (Object) –
  • sound_mix_modifier (SoundMix) – The sound mix to modify.
  • sound_class (SoundClass) – The sound class to override (or add) in the sound mix.
  • fade_out_time (float) – The interpolation time to use to go from the current sound class adjuster override values to the non-override values.
classmethod clear_sound_mix_modifiers(world_context_object) → None

Clear all sound mix modifiers from the audio system *

Parameters:world_context_object (Object) –
classmethod clear_sound_mode(world_context_object)

deprecated: ‘clear_sound_mode’ was renamed to ‘clear_sound_mix_modifiers’.

classmethod create_player(world_context_object, controller_id=-1, spawn_player_controller=True) → PlayerController

Create a new player for this game.

Parameters:
  • world_context_object (Object) –
  • controller_id (int32) – The ID of the controller that the should control the newly created player. A value of -1 specifies to use the next available ID
  • spawn_player_controller (bool) –
Returns:

The created player controller if one is created.

Return type:

PlayerController

classmethod create_save_game_object(save_game_class) → SaveGame

Create a new, empty SaveGame object to set data on and then pass to SaveGameToSlot.

Parameters:save_game_class (type(Class)) – Class of SaveGame to create
Returns:New SaveGame object to write data to
Return type:SaveGame
classmethod create_save_game_object_from_blueprint(save_game_blueprint) → SaveGame

Create a new, empty SaveGame object to set data on and then pass to SaveGameToSlot. deprecated: Use GameplayStatics.CreateSaveGameObject instead.

Parameters:save_game_blueprint (Blueprint) – Blueprint of SaveGame to create
Returns:New SaveGame object to write data to
Return type:SaveGame
classmethod create_sound2d(world_context_object, sound, volume_multiplier=1.000000, pitch_multiplier=1.000000, start_time=0.000000, concurrency_settings=None, persist_across_level_transition=False, auto_destroy=True) → AudioComponent

Creates a sound with no attenuation, perfect for UI sounds. This does NOT play the sound

  • Not Replicated.
Parameters:
  • world_context_object (Object) –
  • sound (SoundBase) – Sound to create.
  • volume_multiplier (float) – Multiplied with the volume to make the sound louder or softer.
  • pitch_multiplier (float) – Multiplies the pitch.
  • start_time (float) – How far in to the sound to begin playback at
  • concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
  • persist_across_level_transition (bool) –
  • auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns:

An audio component to manipulate the created sound

Return type:

AudioComponent

classmethod deactivate_reverb_effect(world_context_object, tag_name) → None

Deactivates a Reverb Effect not applied by a volume

Parameters:
  • world_context_object (Object) –
  • tag_name (Name) – Tag associated with Reverb Effect to remove
classmethod delete_game_in_slot(slot_name, user_index) → bool

Delete a save game in a particular slot.

Parameters:
  • slot_name (str) – Name of save game slot to delete.
  • user_index (int32) – For some platforms, master user index to identify the user doing the deletion.
Returns:

True if a file was actually able to be deleted. use DoesSaveGameExist to distinguish between delete failures and failure due to file not existing.

Return type:

bool

classmethod deproject_screen_to_world(player, screen_position) → (world_position=Vector, world_direction=Vector) or None

Transforms the given 2D screen space coordinate into a 3D world-space point and direction.

Parameters:
  • player (PlayerController) – Deproject using this player’s view.
  • screen_position (Vector2D) – 2D screen space to deproject.
Returns:

world_position (Vector): (out) Corresponding 3D position in world space.

world_direction (Vector): (out) World space direction vector away from the camera at the given 2d point.

Return type:

tuple or None

classmethod does_save_game_exist(slot_name, user_index) → bool

See if a save game exists with the specified name.

Parameters:
  • slot_name (str) – Name of save game slot.
  • user_index (int32) – For some platforms, master user index to identify the user doing the saving.
Returns:

Return type:

bool

classmethod enable_live_streaming(enable) → None

Toggle live DVR streaming.

Parameters:enable (bool) – If true enable streaming, otherwise disable.
classmethod find_collision_uv(hit, uv_channel) → Vector2D or None

Try and find the UV for a collision impact. Note this ONLY works if ‘Support UV From Hit Results’ is enabled in Physics Settings.

Parameters:
Returns:

uv (Vector2D):

Return type:

Vector2D or None

classmethod flush_level_streaming(world_context_object) → None

Flushes level streaming in blocking fashion and returns when all sub-levels are loaded / visible / hidden

Parameters:world_context_object (Object) –
classmethod get_accurate_real_time(world_context_object) -> (seconds=int32, partial_seconds=float)

Get Accurate Real Time

Parameters:world_context_object (Object) –
Returns:seconds (int32):

partial_seconds (float):

Return type:tuple
classmethod get_actor_array_average_location(actors) → Vector

Find the average location (centroid) of an array of Actors

Parameters:actors (Array(Actor)) –
Returns:
Return type:Vector
classmethod get_actor_array_bounds(actors, only_colliding_components) -> (center=Vector, box_extent=Vector)

Bind the bounds of an array of Actors

Parameters:
Returns:

center (Vector):

box_extent (Vector):

Return type:

tuple

classmethod get_all_actors_of_class(world_context_object, actor_class) -> Array(Actor)

Find all Actors in the world of the specified class. This is a slow operation, use with caution e.g. do not use every frame.

Parameters:
  • world_context_object (Object) –
  • actor_class (type(Class)) – Class of Actor to find. Must be specified or result array will be empty.
Returns:

out_actors (Array(Actor)): Output array of Actors of the specified class.

Return type:

Array(Actor)

classmethod get_all_actors_with_interface(world_context_object, interface) -> Array(Actor)

Find all Actors in the world with the specified interface. This is a slow operation, use with caution e.g. do not use every frame.

Parameters:
  • world_context_object (Object) –
  • interface (type(Class)) – Interface to find. Must be specified or result array will be empty.
Returns:

out_actors (Array(Actor)): Output array of Actors of the specified interface.

Return type:

Array(Actor)

classmethod get_all_actors_with_tag(world_context_object, tag) -> Array(Actor)

Find all Actors in the world with the specified tag. This is a slow operation, use with caution e.g. do not use every frame.

Parameters:
  • world_context_object (Object) –
  • tag (Name) – Tag to find. Must be specified or result array will be empty.
Returns:

out_actors (Array(Actor)): Output array of Actors of the specified tag.

Return type:

Array(Actor)

classmethod get_audio_time_seconds(world_context_object) → float

Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped.

Parameters:world_context_object (Object) –
Returns:
Return type:float
classmethod get_current_level_name(world_context_object, remove_prefix_string=True) → str

Get the name of the currently-open level.

Parameters:
  • world_context_object (Object) –
  • remove_prefix_string (bool) – remove any streaming- or editor- added prefixes from the level name.
Returns:

Return type:

str

classmethod get_current_reverb_effect(world_context_object) → ReverbEffect

Returns the highest priority reverb settings currently active from any source (volumes or manual setting).

Parameters:world_context_object (Object) –
Returns:
Return type:ReverbEffect
classmethod get_enable_world_rendering(world_context_object) → bool

Returns the world rendering state

Parameters:world_context_object (Object) –
Returns:Whether the world should be rendered or not
Return type:bool
classmethod get_game_info(world_context_object)

deprecated: ‘get_game_info’ was renamed to ‘get_game_mode’.

classmethod get_game_instance(world_context_object) → GameInstance

Returns the game instance object

Parameters:world_context_object (Object) –
Returns:
Return type:GameInstance
classmethod get_game_mode(world_context_object) → GameModeBase

Returns the current GameModeBase or Null if it can’t be retrieved, such as on the client

Parameters:world_context_object (Object) –
Returns:
Return type:GameModeBase
classmethod get_game_replication_info(world_context_object)

deprecated: ‘get_game_replication_info’ was renamed to ‘get_game_state’.

classmethod get_game_state(world_context_object) → GameStateBase

Returns the current GameStateBase or Null if it can’t be retrieved

Parameters:world_context_object (Object) –
Returns:
Return type:GameStateBase
classmethod get_global_time_dilation(world_context_object) → float

Gets the current global time dilation.

Parameters:world_context_object (Object) –
Returns:Current time dilation.
Return type:float
classmethod get_int_option(options, key, default_value) → int32

Find an option in the options string and return it as an integer.

Parameters:
  • options (str) – The string containing the options.
  • key (str) – The key to find the value of in Options.
  • default_value (int32) –
Returns:

The value associated with Key as an integer if Key found in Options string, otherwise DefaultValue.

Return type:

int32

classmethod get_key_value(pair) -> (key=str, value=str)

Break up a key=value pair into its key and value.

Parameters:pair (str) – The string containing a pair to split apart.
Returns:key (str): (out) Key portion of Pair. If no = in string will be the same as Pair.

value (str): (out) Value portion of Pair. If no = in string will be empty.

Return type:tuple
classmethod get_max_audio_channel_count(world_context_object) → int32

Retrieves the max voice count currently used by the audio engine.

Parameters:world_context_object (Object) –
Returns:
Return type:int32
classmethod get_object_class(object) -> type(Class)

Returns the class of a passed in Object, will always be valid if Object is not NULL

Parameters:object (Object) –
Returns:
Return type:type(Class)
classmethod get_platform_name() → str

Returns the string name of the current platform, to perform different behavior based on platform. (Platform names include Windows, Mac, IOS, Android, PS4, XboxOne, HTML5, Linux)

Returns:
Return type:str
classmethod get_player_camera(world_context_object, player_index)

deprecated: ‘get_player_camera’ was renamed to ‘get_player_camera_manager’.

classmethod get_player_camera_manager(world_context_object, player_index) → PlayerCameraManager

Returns the player’s camera manager for the specified player index

Parameters:
  • world_context_object (Object) –
  • player_index (int32) –
Returns:

Return type:

PlayerCameraManager

classmethod get_player_character(world_context_object, player_index) → Character

Returns the player character (NULL if the player pawn doesn’t exist OR is not a character) at the specified player index

Parameters:
  • world_context_object (Object) –
  • player_index (int32) –
Returns:

Return type:

Character

classmethod get_player_controller(world_context_object, player_index) → PlayerController

Returns the player controller at the specified player index

Parameters:
  • world_context_object (Object) –
  • player_index (int32) –
Returns:

Return type:

PlayerController

classmethod get_player_controller_id(player) → int32

Gets what controller ID a Player is using

Parameters:player (PlayerController) – The player controller of the player to get the ID of
Returns:The ID of the passed in player. -1 if there is no controller for the passed in player
Return type:int32
classmethod get_player_pawn(world_context_object, player_index) → Pawn

Returns the player pawn at the specified player index

Parameters:
  • world_context_object (Object) –
  • player_index (int32) –
Returns:

Return type:

Pawn

classmethod get_real_time_seconds(world_context_object) → float

Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped

Parameters:world_context_object (Object) –
Returns:
Return type:float
classmethod get_streaming_level(world_context_object, package_name) → LevelStreaming

Returns level streaming object with specified level package name

Parameters:
  • world_context_object (Object) –
  • package_name (Name) –
Returns:

Return type:

LevelStreaming

classmethod get_surface_type(hit) → PhysicalSurface

Returns the EPhysicalSurface type of the given Hit. To edit surface type for your project, use ProjectSettings/Physics/PhysicalSurface section

Parameters:hit (HitResult) –
Returns:
Return type:PhysicalSurface
classmethod get_time_seconds(world_context_object) → float

Returns time in seconds since world was brought up for play, adjusted by time dilation and IS stopped when game pauses

Parameters:world_context_object (Object) –
Returns:
Return type:float
classmethod get_unpaused_time_seconds(world_context_object) → float

Returns time in seconds since world was brought up for play, adjusted by time dilation and IS NOT stopped when game pauses

Parameters:world_context_object (Object) –
Returns:
Return type:float
classmethod get_world_delta_seconds(world_context_object) → float

Returns the frame delta time in seconds, adjusted by time dilation.

Parameters:world_context_object (Object) –
Returns:
Return type:float
classmethod get_world_origin_location(world_context_object) → IntVector

Returns world origin current location.

Parameters:world_context_object (Object) –
Returns:
Return type:IntVector
classmethod grass_overlapping_sphere_count(world_context_object, static_mesh, center_position, radius) → int32

Counts how many grass foliage instances overlap a given sphere.

Parameters:
  • world_context_object (Object) –
  • static_mesh (StaticMesh) –
  • center_position (Vector) – The center position of the sphere.
  • radius (float) – The radius of the sphere.
Returns:

Number of foliage instances with their mesh set to Mesh that overlap the sphere.

Return type:

int32

classmethod has_launch_option(option_to_check) → bool

Checks the commandline to see if the desired option was specified on the commandline (e.g. -demobuild)

Parameters:option_to_check (str) –
Returns:True if the launch option was specified on the commandline, false otherwise
Return type:bool
classmethod has_option(options, key) → bool

Returns whether a key exists in an options string.

Parameters:
  • options (str) – The string containing the options.
  • key (str) –
Returns:

Whether Key was found in Options.

Return type:

bool

classmethod is_game_paused(world_context_object) → bool

Returns the game’s paused state

Parameters:world_context_object (Object) –
Returns:Whether the game is currently paused or not
Return type:bool
classmethod k2_set_sound_mode(world_context_object, sound_mix)

deprecated: ‘k2_set_sound_mode’ was renamed to ‘set_base_sound_mix’.

classmethod load_game_from_slot(slot_name, user_index) → SaveGame

Load the contents from a given slot.

Parameters:
  • slot_name (str) – Name of the save game slot to load from.
  • user_index (int32) – For some platforms, master user index to identify the user doing the loading.
Returns:

SaveGameObject Object containing loaded game state (NULL if load fails)

Return type:

SaveGame

classmethod load_stream_level(world_context_object, level_name, make_visible_after_load, should_block_on_load, latent_info) → None

Stream the level with the LevelName ; Calling again before it finishes has no effect

Parameters:
classmethod open_level(world_context_object, level_name, absolute=True, options="") → None

Travel to another level

Parameters:
  • world_context_object (Object) –
  • level_name (Name) – the level to open
  • absolute (bool) – if true options are reset, if false options are carried over from current level
  • options (str) – a string of options to use for the travel URL
classmethod parse_option(options, key) → str

Find an option in the options string and return it.

Parameters:
  • options (str) – The string containing the options.
  • key (str) – The key to find the value of in Options.
Returns:

The value associated with Key if Key found in Options string.

Return type:

str

classmethod play_dialogue2d(world_context_object, dialogue, context, volume_multiplier=1.000000, pitch_multiplier=1.000000, start_time=0.000000) → None

Plays a dialogue directly with no attenuation, perfect for UI.

  • Fire and Forget.
  • Not Replicated.
Parameters:
  • world_context_object (Object) –
  • dialogue (DialogueWave) – dialogue to play
  • context (DialogueContext) – context the dialogue is to play in
  • volume_multiplier (float) – Multiplied with the volume to make the sound louder or softer.
  • pitch_multiplier (float) – Multiplies the pitch.
  • start_time (float) – How far in to the dialogue to begin playback at
classmethod play_dialogue_at_location(world_context_object, dialogue, context, location, rotation, volume_multiplier=1.000000, pitch_multiplier=1.000000, start_time=0.000000, attenuation_settings=None) → None

Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Parameters:
  • world_context_object (Object) –
  • dialogue (DialogueWave) – dialogue to play
  • context (DialogueContext) – context the dialogue is to play in
  • location (Vector) – World position to play dialogue at
  • rotation (Rotator) – World rotation to play dialogue at
  • volume_multiplier (float) – Volume multiplier
  • pitch_multiplier (float) – Pitch multiplier
  • start_time (float) – How far in to the dialogue to begin playback at
  • attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
classmethod play_dialogue_attached(dialogue, context, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, auto_destroy=True)

deprecated: ‘play_dialogue_attached’ was renamed to ‘spawn_dialogue_attached’.

classmethod play_sound2d(world_context_object, sound, volume_multiplier=1.000000, pitch_multiplier=1.000000, start_time=0.000000, concurrency_settings=None, owning_actor=None) → None

Plays a sound directly with no attenuation, perfect for UI sounds.

  • Fire and Forget.
  • Not Replicated.
Parameters:
  • world_context_object (Object) –
  • sound (SoundBase) – Sound to play.
  • volume_multiplier (float) – Multiplied with the volume to make the sound louder or softer.
  • pitch_multiplier (float) – Multiplies the pitch.
  • start_time (float) – How far in to the sound to begin playback at
  • concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
  • owning_actor (Actor) – The actor to use as the “owner” for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner.
classmethod play_sound_at_location(world_context_object, sound, location, rotation, volume_multiplier=1.000000, pitch_multiplier=1.000000, start_time=0.000000, attenuation_settings=None, concurrency_settings=None, owning_actor=None) → None

Plays a sound at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Parameters:
  • world_context_object (Object) –
  • sound (SoundBase) – sound to play
  • location (Vector) – World position to play sound at
  • rotation (Rotator) – World rotation to play sound at
  • volume_multiplier (float) – Volume multiplier
  • pitch_multiplier (float) – PitchMultiplier
  • start_time (float) – How far in to the sound to begin playback at
  • attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
  • concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
  • owning_actor (Actor) – The actor to use as the “owner” for concurrency settings purposes. Allows PlaySound calls to do a concurrency limit per owner.
classmethod play_sound_attached(sound, attach_to_component, attach_point_name='None', location=[0.0, 0.0, 0.0], rotation=[0.0, 0.0, 0.0], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, volume_multiplier=1.0, pitch_multiplier=1.0, start_time=0.0, attenuation_settings=None, concurrency_settings=None, auto_destroy=True)

deprecated: ‘play_sound_attached’ was renamed to ‘spawn_sound_attached’.

classmethod play_world_camera_shake(world_context_object, shake, epicenter, inner_radius, outer_radius, falloff=1.000000, orient_shake_towards_epicenter=False) → None

Plays an in-world camera shake that affects all nearby local players, with distance-based attenuation. Does not replicate.

Parameters:
  • world_context_object (Object) – Object that we can obtain a world context from
  • shake (type(Class)) – Camera shake asset to use
  • epicenter (Vector) – location to place the effect in world space
  • inner_radius (float) – Cameras inside this radius are ignored
  • outer_radius (float) – Cameras outside of InnerRadius and inside this are effected
  • falloff (float) – Affects falloff of effect as it nears OuterRadius
  • orient_shake_towards_epicenter (bool) – Changes the rotation of shake to point towards epicenter instead of forward
classmethod pop_sound_mix_modifier(world_context_object, sound_mix_modifier) → None

Pop a sound mix modifier from the audio system *

Parameters:
classmethod pop_sound_mode(world_context_object, sound_mix_modifier)

deprecated: ‘pop_sound_mode’ was renamed to ‘pop_sound_mix_modifier’.

classmethod predict_projectile_path(world_context_object, start_pos, launch_velocity, trace_path, projectile_radius, object_types, trace_complex, actors_to_ignore, draw_debug_type, draw_debug_time, sim_frequency=15.0, max_sim_time=2.0, override_gravity_z=0.0)

deprecated: ‘predict_projectile_path’ was renamed to ‘blueprint_predict_projectile_path_by_object_type’.

classmethod project_world_to_screen(player, world_position, player_viewport_relative=False) → Vector2D or None

Transforms the given 3D world-space point into a its 2D screen space coordinate.

Parameters:
  • player (PlayerController) – Project using this player’s view.
  • world_position (Vector) – World position to project.
  • player_viewport_relative (bool) – Should this be relative to the player viewport subregion (useful when using player attached widgets in split screen)
Returns:

screen_position (Vector2D): (out) Corresponding 2D position in screen space

Return type:

Vector2D or None

classmethod push_sound_mix_modifier(world_context_object, sound_mix_modifier) → None

Push a sound mix modifier onto the audio system *

Parameters:
classmethod push_sound_mode(world_context_object, sound_mix_modifier)

deprecated: ‘push_sound_mode’ was renamed to ‘push_sound_mix_modifier’.

classmethod rebase_local_origin_onto_zero(world_context_object, world_location) → Vector

Returns origin based position for local world location.

Parameters:
  • world_context_object (Object) –
  • world_location (Vector) –
Returns:

Return type:

Vector

classmethod rebase_zero_origin_onto_local(world_context_object, world_location) → Vector

Returns local location for origin based position.

Parameters:
  • world_context_object (Object) –
  • world_location (Vector) –
Returns:

Return type:

Vector

classmethod remove_player(player, destroy_pawn) → None

Removes a player from this game.

Parameters:
  • player (PlayerController) – The player controller of the player to be removed
  • destroy_pawn (bool) – Whether the controlled pawn should be deleted as well
classmethod save_game_to_slot(save_game_object, slot_name, user_index) → bool

Save the contents of the SaveGameObject to a slot.

Parameters:
  • save_game_object (SaveGame) – Object that contains data about the save game that we want to write out
  • slot_name (str) – Name of save game slot to save to.
  • user_index (int32) – For some platforms, master user index to identify the user doing the saving.
Returns:

Whether we successfully saved this information

Return type:

bool

classmethod set_base_sound_mix(world_context_object, sound_mix) → None

Set the sound mix of the audio system for special EQing *

Parameters:
classmethod set_enable_world_rendering(world_context_object, enable) → None

Enabled rendering of the world

Parameters:
  • world_context_object (Object) –
  • enable (bool) – Whether the world should be rendered or not
classmethod set_game_paused(world_context_object, paused) → bool

Sets the game’s paused state

Parameters:
  • world_context_object (Object) –
  • paused (bool) – Whether the game should be paused or not
Returns:

Whether the game was successfully paused/unpaused

Return type:

bool

classmethod set_global_listener_focus_parameters(world_context_object, focus_azimuth_scale=1.000000, non_focus_azimuth_scale=1.000000, focus_distance_scale=1.000000, non_focus_distance_scale=1.000000, focus_volume_scale=1.000000, non_focus_volume_scale=1.000000, focus_priority_scale=1.000000, non_focus_priority_scale=1.000000) → None

Sets the global listener focus parameters which will scale focus behavior of sounds based on their focus azimuth settings in their attenuation settings.

  • Fire and Forget.
  • Not Replicated.
Parameters:
  • world_context_object (Object) –
  • focus_azimuth_scale (float) – An angle scale value used to scale the azimuth angle that defines where sounds are in-focus.
  • non_focus_azimuth_scale (float) –
  • focus_distance_scale (float) – A distance scale value to use for sounds which are in-focus. Values < 1.0 will reduce perceived distance to sounds, values > 1.0 will increase perceived distance to in-focus sounds.
  • non_focus_distance_scale (float) – A distance scale value to use for sounds which are out-of-focus. Values < 1.0 will reduce perceived distance to sounds, values > 1.0 will increase perceived distance to in-focus sounds.
  • focus_volume_scale (float) –
  • non_focus_volume_scale (float) –
  • focus_priority_scale (float) – A priority scale value (> 0.0) to use for sounds which are in-focus. Values < 1.0 will reduce the priority of in-focus sounds, values > 1.0 will increase the priority of in-focus sounds.
  • non_focus_priority_scale (float) – A priority scale value (> 0.0) to use for sounds which are out-of-focus. Values < 1.0 will reduce the priority of sounds out-of-focus sounds, values > 1.0 will increase the priority of out-of-focus sounds.
classmethod set_global_pitch_modulation(world_context_object, pitch_modulation, time_sec) → None

Sets a global pitch modulation scalar that will apply to all non-UI sounds

  • Fire and Forget.
  • Not Replicated.
Parameters:
  • world_context_object (Object) –
  • pitch_modulation (float) – A pitch modulation value to globally set.
  • time_sec (float) – A time value to linearly interpolate the global modulation pitch over from it’s current value.
classmethod set_global_time_dilation(world_context_object, time_dilation) → None

Sets the global time dilation.

Parameters:
  • world_context_object (Object) –
  • time_dilation (float) – value to set the global time dilation to
classmethod set_max_audio_channels_scaled(world_context_object, max_channel_count_scale) → None

Sets the max number of voices (also known as “channels”) dynamically by percentage. E.g. if you want to temporarily reduce voice count by 50%, use 0.50. Later, you can return to the original max voice count by using 1.0.

Parameters:
  • world_context_object (Object) –
  • max_channel_count_scale (float) –
classmethod set_player_controller_id(player, controller_id) → None

Sets what controller ID a Player should be using

Parameters:
  • player (PlayerController) – The player controller of the player to change the controller ID of
  • controller_id (int32) – The controller ID to assign to this player
classmethod set_sound_mix_class_override(world_context_object, sound_mix_modifier, sound_class, volume=1.000000, pitch=1.000000, fade_in_time=1.000000, apply_to_children=True) → None

Overrides the sound class adjuster in the given sound mix. If the sound class does not exist in the input sound mix, the sound class adjustment will be added to the sound mix.

Parameters:
  • world_context_object (Object) –
  • sound_mix_modifier (SoundMix) – The sound mix to modify.
  • sound_class (SoundClass) – The sound class to override (or add) in the sound mix.
  • volume (float) – The volume scale to set the sound class adjuster to.
  • pitch (float) – The pitch scale to set the sound class adjuster to.
  • fade_in_time (float) – The interpolation time to use to go from the current sound class adjuster values to the new values.
  • apply_to_children (bool) – Whether or not to apply this override to the sound class’ children or to just the specified sound class.
classmethod set_subtitles_enabled(enabled) → None

Will set subtitles to be enabled or disabled.

Parameters:enabled (bool) – will enable subtitle drawing if true, disable if false.
classmethod set_time_dilation(world_context_object, time_dilation)

deprecated: ‘set_time_dilation’ was renamed to ‘set_global_time_dilation’.

classmethod set_world_origin_location(world_context_object, new_location) → None

Requests a new location for a world origin.

Parameters:
classmethod spawn_decal_at_location(world_context_object, decal_material, decal_size, location, rotation=[0.000000, -90.000000, 0.000000], life_span=0.000000) → DecalComponent

Spawns a decal at the given location and rotation, fire and forget. Does not replicate.

Parameters:
  • world_context_object (Object) –
  • decal_material (MaterialInterface) – decal’s material
  • decal_size (Vector) – size of decal
  • location (Vector) – location to place the decal in world space
  • rotation (Rotator) – rotation to place the decal in world space
  • life_span (float) – destroy decal component after time runs out (0 = infinite)
Returns:

Return type:

DecalComponent

classmethod spawn_decal_attached(decal_material, decal_size, attach_to_component, attach_point_name="None", location=[0.000000, 0.000000, 0.000000], rotation=[0.000000, 0.000000, 0.000000], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, life_span=0.000000) → DecalComponent

Spawns a decal attached to and following the specified component. Does not replicate.

Parameters:
  • decal_material (MaterialInterface) – decal’s material
  • decal_size (Vector) – size of decal
  • attach_to_component (SceneComponent) –
  • attach_point_name (Name) – Optional named point within the AttachComponent to spawn the emitter at
  • location (Vector) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
  • rotation (Rotator) – Depending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a realative offset
  • location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
  • life_span (float) – destroy decal component after time runs out (0 = infinite)
Returns:

Return type:

DecalComponent

classmethod spawn_dialogue2d(world_context_object, dialogue, context, volume_multiplier=1.000000, pitch_multiplier=1.000000, start_time=0.000000, auto_destroy=True) → AudioComponent

Spawns a dialogue with no attenuation, perfect for UI.

  • Not Replicated.
Parameters:
  • world_context_object (Object) –
  • dialogue (DialogueWave) – dialogue to play
  • context (DialogueContext) – context the dialogue is to play in
  • volume_multiplier (float) – Multiplied with the volume to make the sound louder or softer.
  • pitch_multiplier (float) – Multiplies the pitch.
  • start_time (float) – How far in to the dialogue to begin playback at
  • auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns:

An audio component to manipulate the spawned sound

Return type:

AudioComponent

classmethod spawn_dialogue_at_location(world_context_object, dialogue, context, location, rotation=[0.000000, 0.000000, 0.000000], volume_multiplier=1.000000, pitch_multiplier=1.000000, start_time=0.000000, attenuation_settings=None, auto_destroy=True) → AudioComponent

Plays a dialogue at the given location. This is a fire and forget sound and does not travel with any actor. Replication is also not handled at this point.

Parameters:
  • world_context_object (Object) –
  • dialogue (DialogueWave) – dialogue to play
  • context (DialogueContext) – context the dialogue is to play in
  • location (Vector) – World position to play dialogue at
  • rotation (Rotator) – World rotation to play dialogue at
  • volume_multiplier (float) – Volume multiplier
  • pitch_multiplier (float) – PitchMultiplier
  • start_time (float) – How far in to the dialogue to begin playback at
  • attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
  • auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns:

Audio Component to manipulate the playing dialogue with

Return type:

AudioComponent

classmethod spawn_dialogue_attached(dialogue, context, attach_to_component, attach_point_name="None", location=[0.000000, 0.000000, 0.000000], rotation=[0.000000, 0.000000, 0.000000], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, volume_multiplier=1.000000, pitch_multiplier=1.000000, start_time=0.000000, attenuation_settings=None, auto_destroy=True) → AudioComponent

Spawns a dialogue attached to and following the specified component. This is a fire and forget sound. Replication is also not handled at this point.

Parameters:
  • dialogue (DialogueWave) – dialogue to play
  • context (DialogueContext) – context the dialogue is to play in
  • attach_to_component (SceneComponent) –
  • attach_point_name (Name) – Optional named point within the AttachComponent to play the sound at
  • location (Vector) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
  • rotation (Rotator) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
  • location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
  • stop_when_attached_to_destroyed (bool) – Specifies whether the sound should stop playing when the owner of the attach to component is destroyed.
  • volume_multiplier (float) – Volume multiplier
  • pitch_multiplier (float) – PitchMultiplier
  • start_time (float) – How far in to the dialogue to begin playback at
  • attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
  • auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns:

Audio Component to manipulate the playing dialogue with

Return type:

AudioComponent

classmethod spawn_emitter_at_location(world_context_object, emitter_template, location, rotation=[0.000000, 0.000000, 0.000000], scale=[1.000000, 1.000000, 1.000000], auto_destroy=True, pooling_method=PSCPoolMethod.NONE) → ParticleSystemComponent

Plays the specified effect at the given location and rotation, fire and forget. The system will go away when the effect is complete. Does not replicate.

Parameters:
  • world_context_object (Object) – Object that we can obtain a world context from
  • emitter_template (ParticleSystem) – particle system to create
  • location (Vector) – location to place the effect in world space
  • rotation (Rotator) – rotation to place the effect in world space
  • scale (Vector) – scale to create the effect at
  • auto_destroy (bool) – Whether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated
  • pooling_method (PSCPoolMethod) – Method used for pooling this component. Defaults to none.
Returns:

Return type:

ParticleSystemComponent

classmethod spawn_emitter_attached(emitter_template, attach_to_component, attach_point_name="None", location=[0.000000, 0.000000, 0.000000], rotation=[0.000000, 0.000000, 0.000000], scale=[1.000000, 1.000000, 1.000000], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, auto_destroy=True, pooling_method=PSCPoolMethod.NONE) → ParticleSystemComponent

Plays the specified effect attached to and following the specified component. The system will go away when the effect is complete. Does not replicate.

Parameters:
  • emitter_template (ParticleSystem) – particle system to create
  • attach_to_component (SceneComponent) –
  • attach_point_name (Name) – Optional named point within the AttachComponent to spawn the emitter at
  • location (Vector) – Depending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world location that will be translated to a relative offset (if LocationType is KeepWorldPosition).
  • rotation (Rotator) – Depending on the value of LocationType this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset (if LocationType is KeepWorldPosition).
  • scale (Vector) – Depending on the value of LocationType this is either a relative scale from the attach component or an absolute world scale that will be translated to a relative scale (if LocationType is KeepWorldPosition).
  • location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
  • auto_destroy (bool) – Whether the component will automatically be destroyed when the particle system completes playing or whether it can be reactivated
  • pooling_method (PSCPoolMethod) – Method used for pooling this component. Defaults to none.
Returns:

Return type:

ParticleSystemComponent

classmethod spawn_force_feedback_at_location(world_context_object, force_feedback_effect, location, rotation=[0.000000, 0.000000, 0.000000], looping=False, intensity_multiplier=1.000000, start_time=0.000000, attenuation_settings=None, auto_destroy=True) → ForceFeedbackComponent

Plays a force feedback effect at the given location. This is a fire and forget effect and does not travel with any actor. Replication is also not handled at this point.

Parameters:
  • world_context_object (Object) –
  • force_feedback_effect (ForceFeedbackEffect) – effect to play
  • location (Vector) – World position to center the effect at
  • rotation (Rotator) – World rotation to center the effect at
  • looping (bool) –
  • intensity_multiplier (float) – Intensity multiplier
  • start_time (float) – How far in to the feedback effect to begin playback at
  • attenuation_settings (ForceFeedbackAttenuation) – Override attenuation settings package to play effect with
  • auto_destroy (bool) – Whether the returned force feedback component will be automatically cleaned up when the feedback patern finishes (by completing or stopping) or whether it can be reactivated
Returns:

Force Feedback Component to manipulate the playing feedback effect with

Return type:

ForceFeedbackComponent

classmethod spawn_force_feedback_attached(force_feedback_effect, attach_to_component, attach_point_name="None", location=[0.000000, 0.000000, 0.000000], rotation=[0.000000, 0.000000, 0.000000], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, looping=False, intensity_multiplier=1.000000, start_time=0.000000, attenuation_settings=None, auto_destroy=True) → ForceFeedbackComponent

Plays a force feedback effect attached to and following the specified component. This is a fire and forget effect. Replication is also not handled at this point.

Parameters:
  • force_feedback_effect (ForceFeedbackEffect) – effect to play
  • attach_to_component (SceneComponent) –
  • attach_point_name (Name) – Optional named point within the AttachComponent to attach to
  • location (Vector) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
  • rotation (Rotator) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
  • location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
  • stop_when_attached_to_destroyed (bool) – Specifies whether the feedback effect should stop playing when the owner of the attach to component is destroyed.
  • looping (bool) –
  • intensity_multiplier (float) – Intensity multiplier
  • start_time (float) – How far in to the feedback effect to begin playback at
  • attenuation_settings (ForceFeedbackAttenuation) – Override attenuation settings package to play effect with
  • auto_destroy (bool) – Whether the returned force feedback component will be automatically cleaned up when the feedback patern finishes (by completing or stopping) or whether it can be reactivated
Returns:

Force Feedback Component to manipulate the playing feedback effect with

Return type:

ForceFeedbackComponent

classmethod spawn_sound2d(world_context_object, sound, volume_multiplier=1.000000, pitch_multiplier=1.000000, start_time=0.000000, concurrency_settings=None, persist_across_level_transition=False, auto_destroy=True) → AudioComponent

Spawns a sound with no attenuation, perfect for UI sounds.

  • Not Replicated.
Parameters:
  • world_context_object (Object) –
  • sound (SoundBase) – Sound to play.
  • volume_multiplier (float) – Multiplied with the volume to make the sound louder or softer.
  • pitch_multiplier (float) – Multiplies the pitch.
  • start_time (float) – How far in to the sound to begin playback at
  • concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
  • persist_across_level_transition (bool) –
  • auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns:

An audio component to manipulate the spawned sound

Return type:

AudioComponent

classmethod spawn_sound_at_location(world_context_object, sound, location, rotation=[0.000000, 0.000000, 0.000000], volume_multiplier=1.000000, pitch_multiplier=1.000000, start_time=0.000000, attenuation_settings=None, concurrency_settings=None, auto_destroy=True) → AudioComponent

Spawns a sound at the given location. This does not travel with any actor. Replication is also not handled at this point.

Parameters:
  • world_context_object (Object) –
  • sound (SoundBase) – sound to play
  • location (Vector) – World position to play sound at
  • rotation (Rotator) – World rotation to play sound at
  • volume_multiplier (float) – Volume multiplier
  • pitch_multiplier (float) – PitchMultiplier
  • start_time (float) – How far in to the sound to begin playback at
  • attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
  • concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
  • auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns:

An audio component to manipulate the spawned sound

Return type:

AudioComponent

classmethod spawn_sound_attached(sound, attach_to_component, attach_point_name="None", location=[0.000000, 0.000000, 0.000000], rotation=[0.000000, 0.000000, 0.000000], location_type=AttachLocation.KEEP_RELATIVE_OFFSET, stop_when_attached_to_destroyed=False, volume_multiplier=1.000000, pitch_multiplier=1.000000, start_time=0.000000, attenuation_settings=None, concurrency_settings=None, auto_destroy=True) → AudioComponent

Plays a sound attached to and following the specified component. This is a fire and forget sound. Replication is also not handled at this point.

Parameters:
  • sound (SoundBase) – sound to play
  • attach_to_component (SceneComponent) –
  • attach_point_name (Name) – Optional named point within the AttachComponent to play the sound at
  • location (Vector) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world position that will be translated to a relative offset
  • rotation (Rotator) – Depending on the value of Location Type this is either a relative offset from the attach component/point or an absolute world rotation that will be translated to a relative offset
  • location_type (AttachLocation) – Specifies whether Location is a relative offset or an absolute world position
  • stop_when_attached_to_destroyed (bool) – Specifies whether the sound should stop playing when the owner of the attach to component is destroyed.
  • volume_multiplier (float) – Volume multiplier
  • pitch_multiplier (float) – PitchMultiplier
  • start_time (float) – How far in to the sound to begin playback at
  • attenuation_settings (SoundAttenuation) – Override attenuation settings package to play sound with
  • concurrency_settings (SoundConcurrency) – Override concurrency settings package to play sound with
  • auto_destroy (bool) – Whether the returned audio component will be automatically cleaned up when the sound finishes (by completing or stopping) or whether it can be reactivated
Returns:

An audio component to manipulate the spawned sound

Return type:

AudioComponent

classmethod suggest_projectile_velocity_custom_arc(world_context_object, start_pos, end_pos, override_gravity_z=0.000000, arc_param=0.500000) → Vector or None

Returns the launch velocity needed for a projectile at rest at StartPos to land on EndPos. Assumes a medium arc (e.g. 45 deg on level ground). Projectile velocity is variable and unconstrained. Does no tracing.

Parameters:
  • world_context_object (Object) –
  • start_pos (Vector) – Start position of the simulation
  • end_pos (Vector) – Desired end location for the simulation
  • override_gravity_z (float) – Optional override of WorldGravityZ
  • arc_param (float) – Change height of arc between 0.0-1.0 where 0.5 is the default medium arc, 0 is up, and 1 is directly toward EndPos.
Returns:

out_launch_velocity (Vector): Returns the launch velocity required to reach the EndPos

Return type:

Vector or None

classmethod unload_stream_level(world_context_object, level_name, latent_info, should_block_on_unload) → None

Unload a streamed in level

Parameters: