|
| void | SetIntParameter (FName InName, int InInt) |
| | Sets a named Int32.
|
| void | SetBoolParameter (FName InName, bool InBool) |
| | Sets a named Boolean.
|
| void | SetFloatParameter (FName InName, float32 InFloat) |
| | Sets a named Float.
|
| void | SetWaveParameter (FName InName, USoundWave InWave) |
| | Sets the parameter matching the name indicated to the provided Wave. Provided for convenience/backward compatibility with SoundCues (The parameter interface supports any object and is up to the system querying it to determine whether it is a valid type).
|
| void | SetAttenuationSettings (USoundAttenuation InAttenuationSettings) |
| void | SetOverrideAttenuation (bool bInOverrideAttenuation) |
| bool | GetbOverrideAttenuation () const |
| | Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.
|
| void | SetbOverrideAttenuation (bool bInOverrideAttenuation) |
| | Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.
|
| USoundBase | GetSound () const |
| | The sound to be played.
|
| bool | GetbAllowSpatialization () const |
| | Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.
|
| void | SetbAllowSpatialization (bool Value) |
| | Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.
|
| void | SetAttenuationOverrides (FSoundAttenuationSettings InAttenuationOverrides) |
| bool | GetbOverrideSubtitlePriority () const |
| | Whether or not to override the sound's subtitle priority.
|
| void | SetbOverrideSubtitlePriority (bool Value) |
| | Whether or not to override the sound's subtitle priority.
|
| bool | GetbIsUISound () const |
| | Whether or not this sound plays when the game is paused in the UI.
|
| void | SetbIsUISound (bool Value) |
| | Whether or not this sound plays when the game is paused in the UI.
|
| bool | GetbEnableLowPassFilter () const |
| | Whether or not to apply a low-pass filter to the sound that plays in this audio component.
|
| void | SetbEnableLowPassFilter (bool Value) |
| | Whether or not to apply a low-pass filter to the sound that plays in this audio component.
|
| bool | GetbOverridePriority () const |
| | Whether or not to override the priority of the given sound with the value provided.
|
| void | SetbOverridePriority (bool Value) |
| | Whether or not to override the priority of the given sound with the value provided.
|
| bool | GetbSuppressSubtitles () const |
| | If true, subtitles in the sound data will be ignored.
|
| void | SetbSuppressSubtitles (bool Value) |
| | If true, subtitles in the sound data will be ignored.
|
| bool | GetbCanPlayMultipleInstances () const |
| | If true, the Audio Component will play multiple sound instances at once. Switching sounds or calling play while already playing will not stop already active instances. Virtualization for all played sounds will be disabled. Disabling while sound(s) are playing will not take effect until the AudioComponent is stopped and restarted.
|
| void | SetbCanPlayMultipleInstances (bool Value) |
| | If true, the Audio Component will play multiple sound instances at once. Switching sounds or calling play while already playing will not stop already active instances. Virtualization for all played sounds will be disabled. Disabling while sound(s) are playing will not take effect until the AudioComponent is stopped and restarted.
|
| bool | GetbDisableParameterUpdatesWhilePlaying () const |
| | If true, the Audio Component will ignore parameter updates for already-playing sound(s).
|
| void | SetbDisableParameterUpdatesWhilePlaying (bool Value) |
| | If true, the Audio Component will ignore parameter updates for already-playing sound(s).
|
| bool | GetbAutoManageAttachment () const |
| | True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent's WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true. See: AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType.
|
| void | SetbAutoManageAttachment (bool Value) |
| | True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent's WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true. See: AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType.
|
| const float32 & | GetVolumeMultiplier () const |
| | A volume multiplier to apply to sounds generated by this component.
|
| const float32 & | GetPitchMultiplier () const |
| | A pitch multiplier to apply to sounds generated by this component.
|
| const float32 & | GetLowPassFilterFrequency () const |
| | If enabled, the frequency of the Lowpass Filter (in Hz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.
|
| USoundAttenuation | GetAttenuationSettings () const |
| | If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component.
|
| const FSoundAttenuationSettings & | GetAttenuationOverrides () const |
| | If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component.
|
| const FSoundModulationDefaultRoutingSettings & | GetModulationRouting () const |
| void | SetHiddenInGame (bool NewHidden, bool bPropagateToChildren=false) |
| | Changes the value of bHiddenInGame, if false this will disable Visibility during gameplay.
|
| void | SetRelativeLocation (FVector NewLocation) |
| bool | GetShouldUpdatePhysicsVolume () const |
| | Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
|
| USceneComponent | GetChildComponentByClass (TSubclassOf< USceneComponent > ComponentClass) |
| void | GetChildrenComponentsByClass (UClass ComponentClass, bool bIncludeAllDescendants, ?&OutChildren) |
| bool | GetbShouldUpdatePhysicsVolume () const |
| | Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
|
| void | SetbShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume) |
| | Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. See: GetPhysicsVolume().
|
| void | AddLocalOffset (FVector DeltaLocation) |
| void | AddLocalRotation (FRotator DeltaRotation) |
| void | AddLocalRotation (FQuat DeltaRotation) |
| void | AddLocalTransform (FTransform DeltaTransform) |
| void | AddRelativeLocation (FVector DeltaLocation) |
| void | AddRelativeRotation (FRotator DeltaRotation) |
| void | AddRelativeRotation (FQuat DeltaRotation) |
| void | AddWorldOffset (FVector DeltaLocation) |
| void | AddWorldRotation (FRotator DeltaRotation) |
| void | AddWorldRotation (FQuat DeltaRotation) |
| void | AddWorldTransform (FTransform DeltaTransform) |
| void | AttachToComponent (USceneComponent Parent, FName SocketName=NAME_None, EAttachmentRule AttachmentRule=EAttachmentRule ::SnapToTarget) |
| FBoxSphereBounds | GetBounds () const |
| FQuat | GetComponentQuat () const |
| FVector | GetRelativeLocation () const |
| FRotator | GetRelativeRotation () const |
| FVector | GetRelativeScale3D () const |
| FVector | GetShapeCenter () const |
| FQuat | GetSocketQuaternion (FName SocketName) |
| bool | IsAttachedTo (const USceneComponent CheckComponent) const |
| bool | IsAttachedTo (const AActor CheckActor) const |
| void | SetbVisualizeComponent (bool bVisualize) |
| void | SetComponentQuat (FQuat NewRotation) |
| void | SetShouldUpdatePhysicsVolume (bool bInShouldUpdatePhysicsVolume) |
| | Sets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
|
| void | SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation) |
| void | SetRelativeLocationAndRotation (FVector NewLocation, FQuat NewRotation) |
| void | SetRelativeRotation (FRotator NewRotation) |
| void | SetRelativeRotation (FQuat NewRotation) |
| void | SetRelativeTransform (FTransform NewTransform) |
| void | SetWorldLocation (FVector NewLocation) |
| void | SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation) |
| void | SetWorldLocationAndRotation (FVector NewLocation, FQuat NewRotation) |
| void | SetWorldRotation (FRotator NewRotation) |
| void | SetWorldRotation (FQuat NewRotation) |
| void | SetWorldTransform (FTransform NewTransform) |
| bool | GetbAbsoluteLocation () const |
| | If RelativeLocation should be considered relative to the world, rather than the parent.
|
| void | SetbAbsoluteLocation (bool Value) |
| | If RelativeLocation should be considered relative to the world, rather than the parent.
|
| bool | GetbAbsoluteRotation () const |
| | If RelativeRotation should be considered relative to the world, rather than the parent.
|
| void | SetbAbsoluteRotation (bool Value) |
| | If RelativeRotation should be considered relative to the world, rather than the parent.
|
| bool | GetbAbsoluteScale () const |
| | If RelativeScale3D should be considered relative to the world, rather than the parent.
|
| void | SetbAbsoluteScale (bool Value) |
| | If RelativeScale3D should be considered relative to the world, rather than the parent.
|
| bool | GetbVisible () const |
| | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
|
| void | SetbVisible (bool Value) |
| | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
|
| bool | GetbHiddenInGame () const |
| | Whether to hide the primitive in game, if the primitive is Visible.
|
| void | SetbHiddenInGame (bool Value) |
| | Whether to hide the primitive in game, if the primitive is Visible.
|
| bool | GetbUseAttachParentBound () const |
| | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
|
| void | SetbUseAttachParentBound (bool Value) |
| | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
|
| const EComponentMobility & | GetMobility () const |
| | How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
|
| void | GetParentComponents (TArray< USceneComponent > &Parents) const |
| | Gets all attachment parent components up to and including the root component.
|
| void | GetChildrenComponents (bool bIncludeAllDescendants, TArray< USceneComponent > &Children) const |
| | Gets all components that are attached to this component, possibly recursively.
|
| int | GetNumChildrenComponents () const |
| | Gets the number of attached children components.
|
| USceneComponent | GetChildComponent (int ChildIndex) const |
| | Gets the attached child component at the specified location.
|
| bool | IsAnySimulatingPhysics () const |
| | Returns whether the specified body is currently using physics simulation.
|
| bool | IsSimulatingPhysics (FName BoneName=NAME_None) const |
| | Returns whether the specified body is currently using physics simulation.
|
| APhysicsVolume | GetPhysicsVolume () const |
| | Get the PhysicsVolume overlapping this component.
|
| void | SetVisibility (bool bNewVisibility, bool bPropagateToChildren=false) |
| | Set visibility of the component, if during game use this to turn on/off.
|
| void | ToggleVisibility (bool bPropagateToChildren=false) |
| | Toggle visibility of the component.
|
| bool | IsVisible () const |
| | Returns true if this component is visible in the current context.
|
| TArray< FName > | GetAllSocketNames () const |
| | Gets the names of all the sockets on the component.
|
| USceneComponent | GetAttachParent () const |
| | Get the SceneComponent we are attached to.
|
| FTransform | GetRelativeTransform () const |
| | Returns the transform of the component relative to its parent.
|
| FVector | GetRightVector () const |
| | Get the right (Y) unit direction vector from this component, in world space.
|
| FVector | GetForwardVector () const |
| | Get the forward (X) unit direction vector from this component, in world space.
|
| FName | GetAttachSocketName () const |
| | Get the socket we are attached to.
|
| FVector | GetComponentVelocity () const |
| | Get velocity of the component: either ComponentVelocity, or the velocity of the physics body if simulating physics.
|
| FRotator | GetSocketRotation (FName InSocketName) const |
| | Get world-space socket or bone FRotator rotation.
|
| FTransform | GetSocketTransform (FName InSocketName, ERelativeTransformSpace TransformSpace=ERelativeTransformSpace ::RTS_World) const |
| | Get world-space socket transform.
|
| FVector | GetUpVector () const |
| | Get the up (Z) unit direction vector from this component, in world space.
|
| bool | DoesSocketExist (FName InSocketName) const |
| | Return true if socket with the given name exists.
|
| void | DetachFromParent (bool bMaintainWorldPosition=false, bool bCallModify=true) |
| FVector | GetSocketLocation (FName InSocketName) const |
| | Get world-space socket or bone location.
|
| void | AddLocalOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the location of the component in its local reference frame.
|
| void | AddLocalRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the rotation of the component in its local reference frame.
|
| void | AddLocalTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the transform of the component in its local reference frame. Scale is unchanged.
|
| void | AddRelativeLocation (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the translation of the component relative to its parent.
|
| void | AddRelativeRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta the rotation of the component relative to its parent.
|
| void | AddWorldOffset (FVector DeltaLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the location of the component in world space.
|
| void | AddWorldRotation (FRotator DeltaRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the rotation of the component in world space.
|
| void | AddWorldTransform (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the transform of the component in world space. Ignores scale and sets it to (1,1,1).
|
| void | AddWorldTransformKeepScale (FTransform DeltaTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Adds a delta to the transform of the component in world space. Scale is unchanged.
|
| bool | AttachTo (USceneComponent InParent, FName InSocketName=NAME_None, EAttachLocation AttachType=EAttachLocation ::KeepRelativeOffset, bool bWeldSimulatedBodies=true) |
| bool | AttachToComponent (USceneComponent Parent, FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies) |
| | Attach this component to another scene component, optionally at a named socket. It is valid to call this on components whether or not they have been Registered.
|
| void | DetachFromComponent (EDetachmentRule LocationRule=EDetachmentRule ::KeepRelative, EDetachmentRule RotationRule=EDetachmentRule ::KeepRelative, EDetachmentRule ScaleRule=EDetachmentRule ::KeepRelative, bool bCallModify=true) |
| | Detach this component from whatever it is attached to. Automatically unwelds components that are welded together (see AttachToComponent), though note that some effects of welding may not be undone.
|
| FVector | GetWorldLocation () const |
| | Return location of the component, in world space.
|
| FRotator | GetWorldRotation () const |
| | Returns rotation of the component, in world space.
|
| FVector | GetWorldScale () const |
| | Returns scale of the component, in world space.
|
| FTransform | GetWorldTransform () const |
| | Get the current component-to-world transform for this component.
|
| void | SetRelativeLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the location of the component relative to its parent.
|
| void | SetRelativeLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the location and rotation of the component relative to its parent.
|
| void | SetRelativeRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the rotation of the component relative to its parent.
|
| void | SetRelativeTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the transform of the component relative to its parent.
|
| void | SetWorldLocation (FVector NewLocation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Put this component at the specified location in world space. Updates relative location to achieve the final world location.
|
| void | SetWorldLocationAndRotation (FVector NewLocation, FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the relative location and rotation of the component to put it at the supplied pose in world space.
|
| void | SetWorldRotation (FRotator NewRotation, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Put this component at the specified rotation in world space. Updates relative rotation to achieve the final world rotation.
|
| void | SetWorldTransform (FTransform NewTransform, bool bSweep, FHitResult &SweepHitResult, bool bTeleport) |
| | Set the transform of the component in world space.
|
| void | ResetRelativeTransform () |
| | Reset the transform of the component relative to its parent. Sets relative location to zero, relative rotation to no rotation, and Scale to 1.
|
| void | SetAbsolute (bool bNewAbsoluteLocation=false, bool bNewAbsoluteRotation=false, bool bNewAbsoluteScale=false) |
| | Set which parts of the relative transform should be relative to parent, and which should be relative to world.
|
| void | SetWorldScale3D (FVector NewScale) |
| | Set the relative scale of the component to put it at the supplied scale in world space.
|
| void | SetMobility (EComponentMobility NewMobility) |
| | Set how often this component is allowed to move during runtime. Causes a component re-register if the component is already registered.
|
| void | SetRelativeScale3D (FVector NewScale3D) |
| | Set the non-uniform scale of the component relative to its parent.
|
| void | Tick (float32 DeltaSeconds) |
| | Event called every frame if tick is enabled.
|
| EComponentCreationMethod | GetComponentCreationMethod () const |
| void | SetbIsEditorOnly (bool Value) |
| void | EndPlay (EEndPlayReason EndPlayReason) |
| | Blueprint implementable event for when the component ends play, generally via destruction or its Actor's EndPlay.
|
| void | BeginPlay () |
| | Blueprint implementable event for when the component is beginning play, called before its owning actor's BeginPlay or when the component is dynamically created if the Actor has already BegunPlay.
|
| void | MarkRenderStateDirty () |
| bool | HasBegunPlay () const |
| void | SetbTickInEditor (bool Value) |
| bool | IsVisualizationComponent () const |
| void | SetIsVisualizationComponent (bool Value) |
| void | AsyncPhysicsTick (float32 DeltaSeconds, float32 SimSeconds) |
| | Event called every async physics tick if bAsyncPhysicsTickEnabled is true.
|
| bool | GetbReplicateUsingRegisteredSubObjectList () const |
| | 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.
|
| void | SetbReplicateUsingRegisteredSubObjectList (bool Value) |
| | 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.
|
| bool | GetbReplicates () const |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| void | SetbReplicates (bool Value) |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
|
| bool | GetbAutoActivate () const |
| | Whether the component is activated at creation or must be explicitly activated.
|
| void | SetbAutoActivate (bool Value) |
| | Whether the component is activated at creation or must be explicitly activated.
|
| void | SetbEditableWhenInherited (bool Value) |
| | True if this component can be modified when it was inherited from a parent actor class.
|
| void | SetbCanEverAffectNavigation (bool Value) |
| | Whether this component can potentially influence navigation.
|
| bool | GetbIsEditorOnly () const |
| | If true, the component will be excluded from non-editor builds.
|
| bool | IsBeingDestroyed () const |
| | Returns whether the component is in the process of being destroyed.
|
| void | SetIsReplicated (bool ShouldReplicate) |
| | Enable or disable replication. This is the equivalent of RemoteRole for actors (only a bool is required for components).
|
| void | DestroyComponent (UObject Object) |
| | Unregister and mark for pending kill a component. This may not be used to destroy a component that is owned by an actor unless the owning actor is calling the function.
|
| bool | ComponentHasTag (FName Tag) const |
| | See if this component contains the supplied tag.
|
| AActor | GetOwner () const |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
|
| void | SetAutoActivate (bool bNewAutoActivate) |
| | Sets whether the component should be auto activate or not. Only safe during construction scripts.
|
| bool | IsActive () const |
| | Returns whether the component is active or not.
|
| void | ToggleActive () |
| | Toggles the active state of the component.
|
| void | SetActive (bool bNewActive, bool bReset=false) |
| | Sets whether the component is active or not.
|
| void | Activate (bool bReset=false) |
| | Activates the SceneComponent, should be overridden by native child classes.
|
| void | Deactivate () |
| | Deactivates the SceneComponent.
|
| float32 | GetComponentTickInterval () const |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
|
| void | AddTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Make this component tick after PrerequisiteActor.
|
| void | AddTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Make this component tick after PrerequisiteComponent.
|
| void | RemoveTickPrerequisiteComponent (UActorComponent PrerequisiteComponent) |
| | Remove tick dependency on PrerequisiteComponent.
|
| void | SetTickableWhenPaused (bool bTickableWhenPaused) |
| | Sets whether this component can tick when paused.
|
| bool | IsComponentTickEnabled () const |
| | Returns whether this component has tick enabled or not.
|
| void | SetTickGroup (ETickingGroup NewTickGroup) |
| | Changes the ticking group for this component.
|
| void | RemoveTickPrerequisiteActor (AActor PrerequisiteActor) |
| | Remove tick dependency on PrerequisiteActor.
|
| void | SetComponentTickIntervalAndCooldown (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect imediately.
|
| void | SetComponentTickInterval (float32 TickInterval) |
| | Sets the tick interval for this component's primary tick function. Does not enable the tick interval. Takes effect on next tick.
|
| void | SetComponentTickEnabled (bool bEnabled) |
| | Set this component's tick functions to be enabled or disabled. Only has an effect if the function is registered.
|
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| | Traverses the outer chain searching for the next object of a certain type.
|
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| | Returns true if this object is of the specified type, or a child of that type.
|
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
|
| int | EnvelopeFollowerReleaseTime |
| | The release time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component.
|
| int | EnvelopeFollowerAttackTime |
| | The attack time in milliseconds for the envelope follower. Delegate callbacks can be registered to get the envelope value of sounds played with this audio component.
|
| EAttachmentRule | AutoAttachScaleRule |
| | Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true. @see bAutoManageAttachment, EAttachmentRule.
|
| bool | bAutoManageAttachment |
| | True if we should automatically attach to AutoAttachParent when Played, and detach from our parent when playback is completed. This overrides any current attachment that may be present at the time of activation (deferring initial attachment until activation, if AutoAttachParent is null). If enabled, this AudioComponent's WorldLocation will no longer be reliable when not currently playing audio, and any attach children will also be detached/attached along with it. When enabled, detachment occurs regardless of whether AutoAttachParent is assigned, and the relative transform from the time of activation is restored. This also disables attachment on dedicated servers, where we don't actually activate even if bAutoActivate is true. @see AutoAttachParent, AutoAttachSocketName, AutoAttachLocationType.
|
| TWeakObjectPtr< USceneComponent > | AutoAttachParent |
| | Component we automatically attach to when activated, if bAutoManageAttachment is true. If null during registration, we assign the existing AttachParent and defer attachment until we activate. @see bAutoManageAttachment.
|
| EAttachmentRule | AutoAttachLocationRule |
| | Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true. @see bAutoManageAttachment, EAttachmentRule.
|
| FName | AutoAttachSocketName |
| | Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true. @see bAutoManageAttachment.
|
| EAttachmentRule | AutoAttachRotationRule |
| | Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true. @see bAutoManageAttachment, EAttachmentRule.
|
| FSoundAttenuationSettings | AttenuationOverrides |
| | If bOverrideSettings is true, the attenuation properties to use for sounds generated by this component.
|
| USoundAttenuation | AttenuationSettings |
| | If bOverrideSettings is false, the asset to use to determine attenuation properties for sounds generated by this component.
|
| bool | bAllowSpatialization |
| | Overrides spatialization enablement in either the attenuation asset or on this audio component's attenuation settings override.
|
| bool | bOverrideAttenuation |
| | Allows defining attenuation settings directly on this audio component without using an attenuation settings asset.
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| TSet< TObjectPtr< USoundConcurrency > > | ConcurrencySet |
| | What sound concurrency rules to use for sounds generated by this audio component.
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| const FSoundModulationDefaultRoutingSettings | ModulationRouting |
| TArray< FAudioParameter > | DefaultParameters |
| | Array of parameters for this AudioComponent. Changes to this array directly will not be forwarded to the sound if the component is actively playing, and will be superseded by parameters set via the actor interface if set, or the instance parameters.
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| bool | bDisableParameterUpdatesWhilePlaying |
| | If true, the Audio Component will ignore parameter updates for already-playing sound(s).
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| float32 | PitchModulationMax |
| | The upper bound to use when randomly determining a pitch multiplier.
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| float32 | PitchModulationMin |
| | The lower bound to use when randomly determining a pitch multiplier.
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| float32 | VolumeModulationMin |
| | The lower bound to use when randomly determining a volume multiplier.
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| float32 | VolumeModulationMax |
| | The upper bound to use when randomly determining a volume multiplier.
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| USoundEffectSourcePresetChain | SourceEffectChain |
| | The chain of Source Effects to apply to the sounds playing on the Audio Component.
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| bool | bIsUISound |
| | Whether or not this sound plays when the game is paused in the UI.
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| float32 | Priority |
| | If enabled, overrides the priority of the selected sound with the value provided.
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| USoundBase | Sound |
| | The sound to be played.
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| bool | bCanPlayMultipleInstances |
| | If true, the Audio Component will play multiple sound instances at once. Switching sounds or calling play while already playing will not stop already active instances. Virtualization for all played sounds will be disabled. Disabling while sound(s) are playing will not take effect until the AudioComponent is stopped and restarted.
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| float32 | PitchMultiplier |
| | A pitch multiplier to apply to sounds generated by this component.
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| float32 | LowPassFilterFrequency |
| | If enabled, the frequency of the Lowpass Filter (in Hz) to apply to this voice. A frequency of 0.0 is the device sample rate and will bypass the filter.
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| bool | bEnableLowPassFilter |
| | Whether or not to apply a low-pass filter to the sound that plays in this audio component.
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| bool | bOverridePriority |
| | Whether or not to override the priority of the given sound with the value provided.
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| USoundClass | SoundClassOverride |
| | SoundClass that overrides that set on the referenced SoundBase when component is played.
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| float32 | VolumeMultiplier |
| | A volume multiplier to apply to sounds generated by this component.
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| bool | bSuppressSubtitles |
| | If true, subtitles in the sound data will be ignored.
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| bool | bOverrideSubtitlePriority |
| | Whether or not to override the sound's subtitle priority.
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| float32 | SubtitlePriority |
| | Used by the subtitle manager to prioritize subtitles wave instances spawned by this component.
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| FOnAudioPlayStateChanged | OnAudioPlayStateChanged |
| | This function returns the Targeted Audio Component's current Play State. Playing, if the sound is currently playing. Stopped, if the sound is stopped. Paused, if the sound is currently playing, but paused. Fading In, if the sound is in the process of Fading In. Fading Out, if the sound is in the process of Fading Out.
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| FOnAudioVirtualizationChanged | OnAudioVirtualizationChanged |
| | Called when virtualization state changes.
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| FOnAudioFinished | OnAudioFinished |
| | Called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early.
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| FOnAudioPlaybackPercent | OnAudioPlaybackPercent |
| | Called as a sound plays on the audio component to allow BP to perform actions based on playback percentage. Computed as samples played divided by total samples, taking into account pitch. Not currently implemented on all platforms.
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| FOnAudioSingleEnvelopeValue | OnAudioSingleEnvelopeValue |
| FOnAudioMultiEnvelopeValue | OnAudioMultiEnvelopeValue |
| EDetailMode | DetailMode |
| | If detail mode is >= system detail mode, primitive won't be rendered.
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| EComponentMobility | Mobility |
| | How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.
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| FVector | RelativeLocation |
| | Location of the component relative to its parent.
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| bool | bAbsoluteRotation |
| | If RelativeRotation should be considered relative to the world, rather than the parent.
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| bool | bAbsoluteLocation |
| | If RelativeLocation should be considered relative to the world, rather than the parent.
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| bool | bAbsoluteScale |
| | If RelativeScale3D should be considered relative to the world, rather than the parent.
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| FRotator | RelativeRotation |
| | Rotation of the component relative to its parent.
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| FVector | RelativeScale3D |
| | Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc).
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| FVector | WorldLocation |
| const FBoxSphereBounds | Bounds |
| const USceneComponent | AttachParent |
| | What we are currently attached to. If valid, RelativeLocation etc. are used relative to this object.
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| FRotator | WorldRotation |
| const FVector | ShapeCenter |
| FQuat | ComponentQuat |
| bool | ShouldUpdatePhysicsVolume |
| | Gets whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved.
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| const APhysicsVolume | PhysicsVolume |
| | Physics Volume in which this SceneComponent is located *.
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| const FVector | ComponentVelocity |
| | Velocity of the component. @see GetComponentVelocity().
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| const FName | AttachSocketName |
| | Optional socket name on AttachParent that we are attached to.
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| FTransform | WorldTransform |
| const FVector | WorldScale |
| const int | NumChildrenComponents |
| | Gets the number of attached children components.
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| bool | bShouldUpdatePhysicsVolume |
| | Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. @see GetPhysicsVolume().
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| FPhysicsVolumeChanged | PhysicsVolumeChangedDelegate |
| | Delegate that will be called when PhysicsVolume has been changed *.
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| bool | bUseAttachParentBound |
| | If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.
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| bool | bVisible |
| | Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.
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| bool | bHiddenInGame |
| | Whether to hide the primitive in game, if the primitive is Visible.
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| const FVector | ForwardVector |
| | Get the forward (X) unit direction vector from this component, in world space.
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| const FVector | UpVector |
| | Get the up (Z) unit direction vector from this component, in world space.
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| FTransform | RelativeTransform |
| | Returns the transform of the component relative to its parent.
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| const FVector | RightVector |
| | Get the right (Y) unit direction vector from this component, in world space.
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| const TArray< FName > | AllSocketNames |
| | Gets the names of all the sockets on the component.
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| bool | bAutoActivate |
| | Whether the component is activated at creation or must be explicitly activated.
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| TArray< TObjectPtr< UAssetUserData > > | AssetUserData |
| | Array of user data stored with the component.
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| TArray< TObjectPtr< UAssetUserData > > | AssetUserDataEditorOnly |
| | Array of user data stored with the component.
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| bool | bReplicates |
| | Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
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| FActorComponentTickFunction | PrimaryComponentTick |
| | Main tick function for the Component.
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| bool | bIsEditorOnly |
| | If true, the component will be excluded from non-editor builds.
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| bool | bReplicateUsingRegisteredSubObjectList |
| | 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.
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| TArray< FName > | ComponentTags |
| | Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
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| const EComponentCreationMethod | ComponentCreationMethod |
| const AActor | Owner |
| | Follow the Outer chain to get the AActor that 'Owns' this component.
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| FActorComponentDeactivateSignature | OnComponentDeactivated |
| | Called when the component has been deactivated.
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| FActorComponentActivatedSignature | OnComponentActivated |
| | Called when the component has been activated, with parameter indicating if it was from a reset.
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| float32 | ComponentTickInterval |
| | Returns the tick interval for this component's primary tick function, which is the frequency in seconds at which it will be executed.
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| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
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| const EAudioComponentPlayState | PlayState |
| | Returns the enumerated play states of the audio component.
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| void | SetUISound (bool bInUISound) |
| | Set whether sounds generated by this audio component should be considered UI sounds.
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| void | AdjustVolume (float32 AdjustVolumeDuration, float32 AdjustVolumeLevel, EAudioFaderCurve FadeCurve=EAudioFaderCurve ::Linear) |
| | This function allows designers to trigger an adjustment to the sound instance’s playback Volume with options for smoothly applying a curve over time.
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| bool | GetAttenuationSettingsToApply (FSoundAttenuationSettings &OutAttenuationSettings) |
| | Retrieves Attenuation Settings data on the targeted Audio Component. Returns FALSE if no settings were found. Because the Attenuation Settings data structure is copied, FALSE returns will return default values.
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| void | FadeIn (float32 FadeInDuration, float32 FadeVolumeLevel=1.000000, float32 StartTime=0.000000, EAudioFaderCurve FadeCurve=EAudioFaderCurve ::Linear) |
| | This function allows designers to call Play on an Audio Component instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade, the curve shape, and the start time if seeking into the sound.
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| void | FadeOut (float32 FadeOutDuration, float32 FadeVolumeLevel, EAudioFaderCurve FadeCurve=EAudioFaderCurve ::Linear) |
| | This function allows designers to call a delayed Stop on an Audio Component instance while applying a volume curve over time. Parameters allow designers to indicate the duration of the fade and the curve shape.
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| bool | GetCookedEnvelopeData (float32 &OutEnvelopeData) |
| | Retrieves Cooked Amplitude Envelope Data at the current playback time. If there are multiple SoundWaves playing, data is interpolated and averaged across all playing sound waves. Returns FALSE if no data was found.
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| bool | GetCookedEnvelopeDataForAllPlayingSounds (TArray< FSoundWaveEnvelopeDataPerSound > &OutEnvelopeData) |
| | Retrieves the current-time amplitude envelope data of the sounds playing on the audio component. Envelope data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing.
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| bool | GetCookedFFTData (TArray< float32 > FrequenciesToGet, TArray< FSoundWaveSpectralData > &OutSoundWaveSpectralData) |
| | Retrieves the current-time cooked spectral data of the sounds playing on the audio component. Spectral data is averaged and interpolated for all playing sounds on this audio component. Returns true if there is data and the audio component is playing.
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| bool | GetCookedFFTDataForAllPlayingSounds (TArray< FSoundWaveSpectralDataPerSound > &OutSoundWaveSpectralData) |
| | Retrieves the current-time cooked spectral data of the sounds playing on the audio component. Spectral data is not averaged or interpolated. Instead an array of data with all playing sound waves with cooked data is returned. Returns true if there is data and the audio component is playing.
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| TSet< USoundModulatorBase > | GetModulators (EModulationDestination Destination) |
| | Gets the set of currently active modulators for a given Modulation Destination.
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| EAudioComponentPlayState | GetPlayState () const |
| | Returns the enumerated play states of the audio component.
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| bool | HasCookedAmplitudeEnvelopeData () const |
| | Queries whether or not the targeted Audio Component instance’s sound has Amplitude Envelope Data, returns FALSE if none found.
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| bool | HasCookedFFTData () const |
| | Queries if the sound wave playing in this audio component has cooked FFT data, returns FALSE if none found.
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| bool | IsPlaying () const |
| | Returns TRUE if the targeted Audio Component’s sound is playing. Doesn't indicate if the sound is paused or fading in/out. Use GetPlayState() to get the full play state.
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| bool | IsVirtualized () const |
| | Returns if the sound is virtualized.
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| void | Play (float32 StartTime=0.000000) |
| | Begins playing the targeted Audio Component's sound at the designated Start Time, seeking into a sound.
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| void | PlayQuantized (UQuartzClockHandle &InClockHandle, FQuartzQuantizationBoundary &InQuantizationBoundary, FOnQuartzCommandEventBP InDelegate=FOnQuartzCommandEventBP(), float32 InStartTime=0.000000, float32 InFadeInDuration=0.000000, float32 InFadeVolumeLevel=1.000000, EAudioFaderCurve InFadeCurve=EAudioFaderCurve ::Linear) |
| | Start a sound playing on an audio component on a given quantization boundary with the handle to an existing clock.
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| void | SetOutputToBusOnly (bool bInOutputToBusOnly) |
| | Sets whether or not to output the audio to bus only.
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| void | StopDelayed (float32 DelayTime) |
| | Cues request to stop sound after the provided delay (in seconds), stopping immediately if delay is zero or negative.
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| void | SetAudioBusSendPostEffect (UAudioBus AudioBus, float32 AudioBusSendLevel) |
| | Sets how much audio the sound should send to the given Audio Bus (POST Source Effects). if the Audio Bus Send doesn't already exist, it will be added to the overrides on the active sound.
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| void | SetAudioBusSendPreEffect (UAudioBus AudioBus, float32 AudioBusSendLevel) |
| | Sets how much audio the sound should send to the given Audio Bus (PRE Source Effects). if the Bus Send doesn't already exist, it will be added to the overrides on the active sound.
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| void | SetPaused (bool bPause) |
| | Pause an audio component playing its sound cue, issue any delegates if needed.
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| void | SetPitchMultiplier (float32 NewPitchMultiplier) |
| | Set a new pitch multiplier.
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| void | SetSubmixSend (USoundSubmixBase Submix, float32 SendLevel) |
| | Allows designers to target a specific Audio Component instance’s sound set the send level (volume of sound copied) to the indicated Submix.
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| void | AdjustAttenuation (FSoundAttenuationSettings InAttenuationSettings) |
| | This function is used to modify the Attenuation Settings on the targeted Audio Component instance. It is worth noting that Attenuation Settings are only passed to new Active Sounds on start, so modified Attenuation data should be set before sound playback.
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| void | SetLowPassFilterEnabled (bool InLowPassFilterEnabled) |
| | When set to TRUE, enables an additional Low Pass Filter Frequency to be calculated in with the sound instance’s LPF total, allowing designers to set filter settings for the targeted Audio Component’s sound instance.
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| void | Stop () |
| | Stop an audio component's sound, issue any delegates if needed.
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| void | SetVolumeMultiplier (float32 NewVolumeMultiplier) |
| | Set a new volume multiplier.
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| void | SetLowPassFilterFrequency (float32 InLowPassFilterFrequency) |
| | Sets a cutoff frequency, in Hz, for the targeted Audio Component’s sound’s Low Pass Filter calculation. The lowest cutoff frequency from all of the sound instance’s possible LPF calculations wins.
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| void | SetModulationRouting (TSet< USoundModulatorBase > Modulators, EModulationDestination Destination, EModulationRouting RoutingMethod=EModulationRouting ::Inherit) |
| | Sets the routing for one of the given Audio component's Modulation Destinations.
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| void | SetSound (USoundBase NewSound) |
| | Set what sound is played by this component.
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| void | SetSourceBusSendPostEffect (USoundSourceBus SoundSourceBus, float32 SourceBusSendLevel) |
| | Allows designers to target a specific Audio Component instance’s sound and set the send level (volume of sound copied) to the indicated Source Bus. If the Source Bus is not already part of the sound’s sends, the reference will be added to this instance’s Override sends. This particular send occurs after the Source Effect processing chain.
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| void | SetSourceBusSendPreEffect (USoundSourceBus SoundSourceBus, float32 SourceBusSendLevel) |
| | Allows designers to target a specific Audio Component instance’s sound and set the send level (volume of sound copied) to the indicated Source Bus. If the Source Bus is not already part of the sound’s sends, the reference will be added to this instance’s Override sends. This particular send occurs before the Source Effect processing chain.
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