unreal.SoundscapeColorSpawnSettings

class unreal.SoundscapeColorSpawnSettings(delay_first_spawn: bool = False, min_first_spawn_delay: float = 0.0, max_first_spawn_delay: float = 0.0, continuously_respawn: bool = False, min_spawn_delay: float = 0.0, max_spawn_delay: float = 0.0, max_number_of_spawned_elements: int = 0, min_spawn_distance: float = 0.0, max_spawn_distance: float = 0.0, cull_by_max_spawn_distance: bool = False, min_spawn_angle: float = 0.0, max_spawn_angle: float = 0.0, clamp_height: bool = False, clamp_mode: SoundscapeColorAltitudeClampMode = Ellipsis, min_spawn_height_clamp: float = 0.0, max_spawn_height_clamp: float = 0.0, rotate_sound_source: bool = False, min_azimuthal_rotation_angle: float = 0.0, max_azimuthal_rotation_angle: float = 0.0, min_altitudinal_rotation_angle: float = 0.0, max_altitudinal_rotation_angle: float = 0.0, position_by_trace: bool = False, trace_vector: Vector = Ellipsis, trace_distance: float = 0.0, trace_channel: CollisionChannel = Ellipsis, filter_by_color_point_density: bool = False, color_point: GameplayTag = Ellipsis, min_color_point_number: int = 0, ignore_z_axis_when_culling_by_max_distance: bool = False)

Bases: StructBase

Struct

C++ Source:

  • Plugin: Soundscape

  • Module: Soundscape

  • File: SoundscapeColor.h

Editor Properties: (see get_editor_property/set_editor_property)

  • clamp_height (bool): [Read-Write] When false, there will only be one Element spawned

  • clamp_mode (SoundscapeColorAltitudeClampMode): [Read-Write] What mode of altitude clamping to use, Relative clamps the z-axis about the location of the Listener, Absolute clamps the z-axis of the world coordinates

  • color_point (GameplayTag): [Read-Write] Color Point

  • continuously_respawn (bool): [Read-Write] When false, there will only be one Element spawned

  • cull_by_max_spawn_distance (bool): [Read-Write] Culls the voices by the Max Spawn Distance

  • delay_first_spawn (bool): [Read-Write] Automatically Element Spawn when Element Returns Finished

  • filter_by_color_point_density (bool): [Read-Write] Filter by Color Point Density allows designers to only allow this Color to spawn in spaces with a specified range of Color Points

  • ignore_z_axis_when_culling_by_max_distance (bool): [Read-Write] Culls the voices by the Max Spawn Distance

  • max_altitudinal_rotation_angle (float): [Read-Write] The Maximum Altitudinal rotation in the world orientation for Element Playback

  • max_azimuthal_rotation_angle (float): [Read-Write] The Maximum azimuthal rotation in the world orientation for Element Playback

  • max_first_spawn_delay (float): [Read-Write] Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc.

  • max_number_of_spawned_elements (int32): [Read-Write] Max number of concurrent Elements of this type playing back at once, will not Spawn New ones until current ones are Finished Playing

  • max_spawn_angle (float): [Read-Write] The Maximum Azimuth based on the Base’s Forward Vector in which to position Element Playback

  • max_spawn_delay (float): [Read-Write] Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc.

  • max_spawn_distance (float): [Read-Write] Sets the Maximum Distance from Base for Playback of the Element

  • max_spawn_height_clamp (float): [Read-Write] After Element Playback position is determined, will clamp the Z-Axis to these ranges

  • min_altitudinal_rotation_angle (float): [Read-Write] The Minimum Altitudinal rotation in the world orientation for Element Playback

  • min_azimuthal_rotation_angle (float): [Read-Write] The Minimum azimuthal rotation in the world orientation for Element Playback

  • min_color_point_number (int32): [Read-Write] Minimum number of Color Point density required before spawn is successful

  • min_first_spawn_delay (float): [Read-Write] Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc.

  • min_spawn_angle (float): [Read-Write] The Minimum Azimuth based on the Base’s Forward Vector in which to position Element Playback

  • min_spawn_delay (float): [Read-Write] Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc.

  • min_spawn_distance (float): [Read-Write] Sets Minimum Distance from Base for Playback of the Element

  • min_spawn_height_clamp (float): [Read-Write] After Element Playback position is determined, will clamp the Z-Axis to these ranges

  • position_by_trace (bool): [Read-Write] Position By Trace allows sounds to be repositioned from their spawn point to a new point in space based on the success of an async trace call, unsuccessful hits will result in the sound not spawning

  • rotate_sound_source (bool): [Read-Write] When false, the sound rotation will be unmodified

  • trace_channel (CollisionChannel): [Read-Write] The physics trace channel to use

  • trace_distance (float): [Read-Write] Trace distance

  • trace_vector (Vector): [Read-Write] The Minimum nomralized directional vector in world orientation for the Trace to fire (default to down, z = -1.0f)

property clamp_height: bool

[Read-Write] When false, there will only be one Element spawned

Type:

(bool)

property clamp_mode: SoundscapeColorAltitudeClampMode

[Read-Write] What mode of altitude clamping to use, Relative clamps the z-axis about the location of the Listener, Absolute clamps the z-axis of the world coordinates

Type:

(SoundscapeColorAltitudeClampMode)

property color_point: GameplayTag

[Read-Write] Color Point

Type:

(GameplayTag)

property continuously_respawn: bool

[Read-Write] When false, there will only be one Element spawned

Type:

(bool)

property cull_by_max_spawn_distance: bool

[Read-Write] Culls the voices by the Max Spawn Distance

Type:

(bool)

property delay_first_spawn: bool

[Read-Write] Automatically Element Spawn when Element Returns Finished

Type:

(bool)

property filter_by_color_point_density: bool

[Read-Write] Filter by Color Point Density allows designers to only allow this Color to spawn in spaces with a specified range of Color Points

Type:

(bool)

property ignore_z_axis_when_culling_by_max_distance: bool

[Read-Write] Culls the voices by the Max Spawn Distance

Type:

(bool)

property max_altitudinal_rotation_angle: float

[Read-Write] The Maximum Altitudinal rotation in the world orientation for Element Playback

Type:

(float)

property max_azimuthal_rotation_angle: float

[Read-Write] The Maximum azimuthal rotation in the world orientation for Element Playback

Type:

(float)

property max_first_spawn_delay: float

[Read-Write] Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc.

Type:

(float)

property max_number_of_spawned_elements: int

[Read-Write] Max number of concurrent Elements of this type playing back at once, will not Spawn New ones until current ones are Finished Playing

Type:

(int32)

property max_spawn_angle: float

[Read-Write] The Maximum Azimuth based on the Base’s Forward Vector in which to position Element Playback

Type:

(float)

property max_spawn_delay: float

[Read-Write] Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc.

Type:

(float)

property max_spawn_distance: float

[Read-Write] Sets the Maximum Distance from Base for Playback of the Element

Type:

(float)

property max_spawn_height_clamp: float

[Read-Write] After Element Playback position is determined, will clamp the Z-Axis to these ranges

Type:

(float)

property min_altitudinal_rotation_angle: float

[Read-Write] The Minimum Altitudinal rotation in the world orientation for Element Playback

Type:

(float)

property min_azimuthal_rotation_angle: float

[Read-Write] The Minimum azimuthal rotation in the world orientation for Element Playback

Type:

(float)

property min_color_point_number: int

[Read-Write] Minimum number of Color Point density required before spawn is successful

Type:

(int32)

property min_first_spawn_delay: float

[Read-Write] Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc.

Type:

(float)

property min_spawn_angle: float

[Read-Write] The Minimum Azimuth based on the Base’s Forward Vector in which to position Element Playback

Type:

(float)

property min_spawn_delay: float

[Read-Write] Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc.

Type:

(float)

property min_spawn_distance: float

[Read-Write] Sets Minimum Distance from Base for Playback of the Element

Type:

(float)

property min_spawn_height_clamp: float

[Read-Write] After Element Playback position is determined, will clamp the Z-Axis to these ranges

Type:

(float)

property position_by_trace: bool

[Read-Write] Position By Trace allows sounds to be repositioned from their spawn point to a new point in space based on the success of an async trace call, unsuccessful hits will result in the sound not spawning

Type:

(bool)

property rotate_sound_source: bool

[Read-Write] When false, the sound rotation will be unmodified

Type:

(bool)

property trace_channel: CollisionChannel

[Read-Write] The physics trace channel to use

Type:

(CollisionChannel)

property trace_distance: float

[Read-Write] Trace distance

Type:

(float)

property trace_vector: Vector

[Read-Write] The Minimum nomralized directional vector in world orientation for the Trace to fire (default to down, z = -1.0f)

Type:

(Vector)