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Unreal Engine C++ API Reference > Editor > AudioEditor > Factories
Inheritance Hierarchy
References
Module | AudioEditor |
Header | /Engine/Source/Editor/AudioEditor/Classes/Factories/SoundCueFactoryNew.h |
Include | #include "Factories/SoundCueFactoryNew.h" |
Syntax
class USoundCueFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
Variables
Type | Name | Description |
---|---|---|
TObjectPtr< UDi... | InitialDialogueWave | An initial dialogue wave to place in the newly created cue |
TArray< TWeakOb... | InitialDialogueWaves | Initial dialogue wave(s) to place in the newly created cue(s) |
TObjectPtr< USo... | InitialSoundWave | Initial sound wave to place in the newly created cue |
TArray< TWeakOb... | InitialSoundWaves | Initial sound wave(s) to place in the newly created cue(s) |
Constructors
Type | Name | Description |
---|---|---|
USoundCueFactoryNew ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
USoundNode &... | CreateSoundPlayerNode ( USoundCue* SoundCue, UObject* SoundObject, int32 NodePosX, int32 NodePosY ) | |
USoundNodeRa... | InsertRandomNode ( USoundCue* SoundCue, int32 NodePosX, int32 NodePosY ) |
Overridden from UFactory
Type | Name | Description |
---|---|---|
UObject *... | FactoryCreateNew ( UClass* InClass, UObject* InParent, FName InName, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn ) | Create a new object by class. |