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Unreal Engine C++ API Reference > Editor > AudioEditor > Factories
Inheritance Hierarchy
References
Module | AudioEditor |
Header | /Engine/Source/Editor/AudioEditor/Classes/Factories/SoundFactory.h |
Include | #include "Factories/SoundFactory.h" |
Syntax
class USoundFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
Variables
Type | Name | Description |
---|---|---|
uint32: 1 | bAutoCreateCue | If enabled, a sound cue will automatically be created for the sound |
uint32: 1 | bIncludeAttenuationNode | If enabled, the created sound cue will include a attenuation node |
uint32: 1 | bIncludeLoopingNode | If enabled, the created sound cue will include a looping node |
uint32: 1 | bIncludeModulatorNode | If enabled, the created sound cue will include a modulator node |
FString | CuePackageSuffix | If not empty, imported waves will be placed in PackageCuePackageSuffix, but only if bAutoCreateCue is true. |
float | CueVolume | The volume of the created sound cue |
uint8 | SuppressImportDialogOptions |
Constructors
Type | Name | Description |
---|---|---|
USoundFactory ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | SuppressImportDialogs () | Suppresses all dialogs pertaining to importing using factory |
Overridden from UFactory
Type | Name | Description |
---|---|---|
void | CleanUp () | Do clean up after importing is done. Will be called once for multi batch import. |
UObject *... | FactoryCreateBinary ( UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, const TCHAR* Type, const uint8*& Buffer, const uint8* BufferEnd, FFeedbackContext* Warn ) | Create a new object by importing it from a binary buffer. |
Enums
Type | Name | Description |
---|---|---|
Protected enum | ESuppressImportDialog |