unreal.PawnNoiseEmitterComponent

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

Bases: ActorComponent

PawnNoiseEmitterComponent tracks noise event data used by SensingComponents to hear a Pawn. This component is intended to exist on either a Pawn or its Controller. It does nothing on network clients.

C++ Source:

  • Module: Engine

  • File: PawnNoiseEmitterComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • ai_perception_system_compatibility_mode (bool): [Read-Write] If set to true (default value) will notify AIPerceptionSystem about noise events otherwise only PawnSensingComponents will be able to pick up noises generated by this component

  • asset_user_data (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

  • noise_lifetime (float): [Read-Write] After this amount of time, new sound events will overwrite previous sounds even if they are not louder (allows old sounds to decay)

  • 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!

make_noise(noise_maker, loudness, noise_location) None

Cache noises instigated by the owning pawn for AI sensing

Parameters:
  • noise_maker (Actor) – is the actual actor which made the noise

  • loudness (float) – is the relative loudness of the noise (0.0 to 1.0)

  • noise_location (Vector) – is the position of the noise

property noise_lifetime: float

[Read-Write] After this amount of time, new sound events will overwrite previous sounds even if they are not louder (allows old sounds to decay)

Type:

(float)