USoundSubmixGraph

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

Inheritance Hierarchy

References

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

Syntax

class USoundSubmixGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)  

Constructors

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

Functions

Type Name Description
void AddDroppedSoundSubmixes ( const TSet< USoundSubmixBase* ..., int32 NodePosX, int32 NodePosY ) Display SoundSubmixes (and all of their children) that have been dragged onto the editor
void AddNewSoundSubmix ( UEdGraphPin* FromPin, USoundSubmixBase* SoundSubmix, int32 NodePosX, int32 NodePosY, bool bSelectNewNode ) Display a new SoundSubmix that has just been created using the editor
USoundSubmix... FindExistingNode ( USoundSubmixBase* SoundSubmix ) Find an existing node that represents a given SoundSubmix
USoundSubmix... GetRootSoundSubmix () Get the SoundSubmix which forms the root of this graph
bool IsSubmixDisplayed ( USoundSubmixBase* SoundSubmix ) Checks whether a SoundSubmix is already represented on this graph
void LinkSoundSubmixes () Use this graph to re-link all of the SoundSubmixes it represents after a change in linkage
void RebuildGraph () Completely rebuild the graph from the root, removing all old nodes
void RecursivelyRemoveNodes ( const TSet< UObject* > NodesTo... ) Recursively remove a set of nodes from this graph and re-link SoundSubmixes afterwards
void RefreshGraphLinks () Re-link all of the nodes in this graph after a change to SoundSubmix linkage
void SetRootSoundSubmix ( USoundSubmixBase* InSoundSubmi... ) Set the SoundSubmix which forms the root of this graph

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