Set Attenuation
Set one property on an attenuation asset. The settings live in a PRIVATE struct, so the name is taken bare and the nesting is handled here: pass "bEnableOcclusion", not "Attenuation.bEnableOcclusion".
hf_set_attenuationWriteArguments
| Name | Type | Description |
|---|---|---|
attenuationreq | string | |
propertyreq | string | Field name as hf_describe_attenuation reports it, e.g. bEnableOcclusion or FalloffDistance. |
valuereq | string | The new value as text. true, false, a number, or Unreal's own struct form. |
force | boolean = false | Edit even when the asset cannot currently be saved - for example when revision control is configured but disconnected. The change will be made in memory and WILL BE LOST unless the underlying problem is fixed before saving. Only pass this if you intend to discard the work or fix the connection first. |
Related tools
Nearby in Audio:
- Describe Sound Cue
- Describe Sound Mix
- Describe Submix
- Remove Sound Cue Node
- Set Sound Class Parent
- Set Sound Mix Adjuster
- Set Sound Settings
- Set Sound Wave Compression
All 27 tools in Audio — 18 more not listed here.