USoundCueGraphNode

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

Inheritance Hierarchy

References

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

Syntax

class USoundCueGraphNode : public [USoundCueGraphNode_Base](API\Editor\AudioEditor\SoundCueGraph\USoundCueGraphNode_Base)  

Variables

Type Name Description
TObjectPtr< USo... SoundNode The SoundNode this represents

Constructors

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

Functions

Type Name Description
void AddInputPin () Add an input pin to this node and recompile the SoundCue
bool CanAddInputPin () Checks whether an input can be added to this node
void CreateInputPin () Create a new input pin for this node
int32 EstimateNodeWidth () Estimate the width of this Node from the length of its title
void PostCopyNode () Fix up the node's owner after being copied
void RemoveInputPin ( UEdGraphPin* InGraphPin ) Remove a specific input pin from this node and recompile the SoundCue
void SetSoundNode ( USoundNode* InSoundNode ) Set the SoundNode this represents (also assigns this to the SoundNode in Editor)

Overridden from USoundCueGraphNode_Base

Type Name Description
void CreateInputPins () Create all of the input pins required

Overridden from UEdGraphNode

Type Name Description
FString GetDocumentationExcerptName () Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)
void GetNodeContextMenuActions ( UToolMenu* Menu, UGraphNodeContextMenuContext* ... ) Gets a list of actions that can be done to this particular node
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FText GetTooltipText () Gets the tooltip to display when over the node
void PrepareForCopying () Perform any steps necessary prior to copying a node into the paste buffer

Overridden from UObject

Type Name Description
void PostDuplicate ( bool bDuplicateForPIE ) Called after duplication & serialization and before PostLoad.
void PostEditImport () Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization
void PostLoad () Do any object-specific cleanup required immediately after loading an object.

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