USoundFactory

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  

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