USoundCueGraphSchema

Unreal Engine C++ API Reference > Editor > AudioEditor > SoundCueGraph

Inheritance Hierarchy

References

   
Module AudioEditor
Header /Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
Include #include "SoundCueGraph/SoundCueGraphSchema.h"

Syntax

class USoundCueGraphSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)  

Constructors

Type Name Description
  USoundCueGraphSchema ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
bool ConnectionCausesLoop ( const UEdGraphPin* InputPin, const UEdGraphPin* OutputPin ) Check whether connecting these pins would cause a loop
void GetPaletteActions ( FGraphActionMenuBuilder& ActionMen... ) Helper method to add items valid to the palette list
void TryConnectNodes ( const TArray< USoundNode* >& ..., USoundNode* InputNode ) Attempts to connect the output of multiple nodes to the inputs of a single one
void UpdateSoundNodeList ( const SSoundCuePalette::FSoundNodeF... ) Update list of component classes

Overridden from UEdGraphSchema

Type Name Description
void BreakNodeLinks ( UEdGraphNode& TargetNode ) Breaks all links from/to a single node
void BreakPinLinks ( UEdGraphPin& TargetPin, bool bSendsNodeNotifcation ) Breaks all links from/to a single pin
const FPinCo... CanCreateConnection ( const UEdGraphPin* A, const UEdGraphPin* B ) Determine if a connection can be created between two pins.
void CreateDefaultNodesForGraph ( UEdGraph& Graph ) Populate new graph with any default nodes
void DroppedAssetsOnGraph ( const TArray< struct FAssetData >&..., const FVector2D& GraphPosition, UEdGraph* Graph ) Called when asset(s) are dropped onto a graph background.
void DroppedAssetsOnNode ( const TArray< FAssetData >& Assets, const FVector2D& GraphPosition, UEdGraphNode* Node ) Called when asset(s) are dropped onto the specified node
void GetAssetsGraphHoverMessage ( const TArray< FAssetData >& Assets, const UEdGraph* HoverGraph, FString& OutTooltipText, bool& OutOkIcon ) Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph
void GetContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) Gets actions that should be added to the right-click context menu for a node or pin
TSharedPtr< ... GetCreateCommentAction () Returns schema action to create comment from implemention
void GetGraphContextActions ( FGraphContextMenuBuilder& ContextM... ) Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin
int32 GetNodeSelectionCount ( const UEdGraph* Graph ) Returns the currently selected graph node count
FLinearColor GetPinTypeColor ( const FEdGraphPinType& PinType ) Gets the draw color of a pin based on it's type.
bool ShouldHidePinDefaultValue ( UEdGraphPin* Pin ) If we should disallow viewing and editing of the supplied pin
bool TryCreateConnection ( UEdGraphPin* A, UEdGraphPin* B ) Try to make a connection between two pins.

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