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UEndpointSubmixFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
AudioEditor
class UEndpointSubmixFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
UEndpointSubmixFactory::UEndpointSubmixFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
AudioEditor
UEndpointSubmixFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UReimportSoundFactory::CanReimport
/Engine/Source/Editor/AudioEditor/Classes/Factories/ReimportSoundFactory.h
Check to see if the handler is capable of reimporting the object true if this handler is capable of reimporting the provided object
AudioEditor
virtual bool CanReimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & OutFilenames )
[]
UReimportSoundFactory::CleanUp
/Engine/Source/Editor/AudioEditor/Classes/Factories/ReimportSoundFactory.h
Do clean up after importing is done. Will be called once for multi batch import.
AudioEditor
virtual void CleanUp()
[]
UReimportSoundFactory::GetPriority
/Engine/Source/Editor/AudioEditor/Classes/Factories/ReimportSoundFactory.h
Get the import priority for this handler. Import handlers with higher priority values will take precedent over lower priorities.
AudioEditor
virtual int32 GetPriority() const
[]
UReimportSoundFactory::Reimport
/Engine/Source/Editor/AudioEditor/Classes/Factories/ReimportSoundFactory.h
Attempt to reimport the specified object from its sourceEReimportResult::Succeededif this handler was able to handle reimporting the provided object,EReimportResult::Failedif this handler was unable to handle reimporting the provided object orEReimportResult::Cancelledif the handler was cancelled part-way through re-importing the provided object.
AudioEditor
virtual [EReimportResult::Type](API\Editor\UnrealEd\EReimportResult__Type) Reimport ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )
[]
UReimportSoundFactory::SetReimportPaths
/Engine/Source/Editor/AudioEditor/Classes/Factories/ReimportSoundFactory.h
Sets the reimport path(s) for the specified object
AudioEditor
virtual void SetReimportPaths ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & NewReimportPaths )
[]
UReimportSoundFactory::UReimportSoundFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/ReimportSoundFactory.h
AudioEditor
UReimportSoundFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UReimportSoundFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/ReimportSoundFactory.h
AudioEditor
class UReimportSoundFactory : public [USoundFactory](API\Editor\AudioEditor\Factories\USoundFactory), public [FReimportHandler](API\Editor\UnrealEd\FReimportHandler)
[ { "type": "int8", "name": "OverwriteOtherAssetTypes", "description": "" } ]
UReverbEffectFactory::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/ReverbEffectFactory.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
UReverbEffectFactory::UReverbEffectFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/ReverbEffectFactory.h
AudioEditor
UReverbEffectFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UReverbEffectFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/ReverbEffectFactory.h
AudioEditor
class UReverbEffectFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
USoundAttenuationFactory::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundAttenuationFactory.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundAttenuationFactory::USoundAttenuationFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundAttenuationFactory.h
AudioEditor
USoundAttenuationFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundAttenuationFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundAttenuationFactory.h
AudioEditor
class USoundAttenuationFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
USoundClassFactory::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundClassFactory.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundClassFactory::USoundClassFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundClassFactory.h
AudioEditor
USoundClassFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundClassFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundClassFactory.h
AudioEditor
class USoundClassFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
USoundConcurrencyFactory::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundConcurrencyFactory.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundConcurrencyFactory::USoundConcurrencyFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundConcurrencyFactory.h
AudioEditor
USoundConcurrencyFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundConcurrencyFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundConcurrencyFactory.h
AudioEditor
class USoundConcurrencyFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
USoundCueFactoryNew::CreateSoundPlayerNode
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundCueFactoryNew.h
AudioEditor
static [USoundNode](API\Runtime\Engine\Sound\USoundNode) * CreateSoundPlayerNode ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SoundObject, int32 NodePosX, int32 NodePosY )
[]
USoundCueFactoryNew::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundCueFactoryNew.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundCueFactoryNew::InsertRandomNode
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundCueFactoryNew.h
AudioEditor
static [USoundNodeRandom](API\Runtime\Engine\Sound\USoundNodeRandom) * InsertRandomNode ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue, int32 NodePosX, int32 NodePosY )
[]
USoundCueFactoryNew::USoundCueFactoryNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundCueFactoryNew.h
AudioEditor
USoundCueFactoryNew ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundCueFactoryNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundCueFactoryNew.h
AudioEditor
class USoundCueFactoryNew : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "TObjectPtr<UDi...", "name": "InitialDialogueWave", "description": "An initial dialogue wave to place in the newly created cue" }, { "type": "TArray<TWeakOb...", "name": "InitialDialogueWaves", "description": "Initial dialogue wave(s) to place in the newly created cue(s)" }, { "type": "TObjectPtr<USo...", "name": "InitialSoundWave", "description": "Initial sound wave to place in the newly created cue" }, { "type": "TArray<TWeakOb...", "name": "InitialSoundWaves", "description": "Initial sound wave(s) to place in the newly created cue(s)" } ]
USoundFactory::CleanUp
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundFactory.h
Do clean up after importing is done. Will be called once for multi batch import.
AudioEditor
virtual void CleanUp()
[]
ESuppressImportDialog
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundFactory.h
AudioEditor
enum ESuppressImportDialog { None = 0, Overwrite = 1 << 0, UseTemplate = 1 << 1, }
[]
USoundFactory::FactoryCreateBinary
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundFactory.h
Create a new object by importing it from a binary buffer. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const uint8 *& Buffer, const uint8 * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundFactory::SuppressImportDialogs
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundFactory.h
Suppresses all dialogs pertaining to importing using factory
AudioEditor
void SuppressImportDialogs()
[]
USoundFactory::USoundFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundFactory.h
AudioEditor
USoundFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundFactory.h
AudioEditor
class USoundFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "uint32: 1", "name": "bAutoCreateCue", "description": "If enabled, a sound cue will automatically be created for the sound" }, { "type": "uint32: 1", "name": "bIncludeAttenuationNode", "description": "If enabled, the created sound cue will include a attenuation node" }, { "type": "uint32: 1", "name": "bIncludeLoopingNode", "description": "If enabled, the created sound cue will include a looping node" }, { "type": "uint32: 1", "name": "bIncludeModulatorNode", "description": "If enabled, the created sound cue will include a modulator node" }, { "type": "FString", "name": "CuePackageSuffix", "description": "If not empty, imported waves will be placed in PackageCuePackageSuffix, but only if bAutoCreateCue is true." }, { "type": "float", "name": "CueVolume", "description": "The volume of the created sound cue" }, { "type": "uint8", "name": "SuppressImportDialogOptions", "description": "" } ]
USoundfieldEndpointSubmixFactory::CanCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
true if the factory can currently create a new object from scratch.
AudioEditor
virtual bool CanCreateNew() const
[]
USoundfieldEndpointSubmixFactory::USoundfieldEndpointSubmixFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
AudioEditor
USoundfieldEndpointSubmixFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundfieldEndpointSubmixFactory::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundfieldEndpointSubmixFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
AudioEditor
class USoundfieldEndpointSubmixFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
USoundfieldSubmixFactory::CanCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
true if the factory can currently create a new object from scratch.
AudioEditor
virtual bool CanCreateNew() const
[]
USoundfieldSubmixFactory::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundfieldSubmixFactory::USoundfieldSubmixFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
AudioEditor
USoundfieldSubmixFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundfieldSubmixFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
AudioEditor
class USoundfieldSubmixFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
USoundMixFactory::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundMixFactory.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundMixFactory::USoundMixFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundMixFactory.h
AudioEditor
USoundMixFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundMixFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundMixFactory.h
AudioEditor
class USoundMixFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
USoundSourceBusFactory::CanCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceBusFactory.h
true if the factory can currently create a new object from scratch.
AudioEditor
virtual bool CanCreateNew() const
[]
USoundSourceBusFactory::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceBusFactory.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundSourceBusFactory::USoundSourceBusFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceBusFactory.h
AudioEditor
USoundSourceBusFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundSourceBusFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceBusFactory.h
AudioEditor
class USoundSourceBusFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
USoundSourceEffectChainFactory::CanCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceEffectFactory.h
true if the factory can currently create a new object from scratch.
AudioEditor
virtual bool CanCreateNew() const
[]
USoundSourceEffectChainFactory::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceEffectFactory.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundSourceEffectChainFactory::USoundSourceEffectChainFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceEffectFactory.h
AudioEditor
USoundSourceEffectChainFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundSourceEffectChainFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceEffectFactory.h
AudioEditor
class USoundSourceEffectChainFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
USoundSourceEffectFactory::CanCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceEffectFactory.h
true if the factory can currently create a new object from scratch.
AudioEditor
virtual bool CanCreateNew() const
[]
USoundSourceEffectFactory::ConfigureProperties
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceEffectFactory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
AudioEditor
virtual bool ConfigureProperties()
[]
USoundSourceEffectFactory::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceEffectFactory.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundSourceEffectFactory::USoundSourceEffectFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceEffectFactory.h
AudioEditor
USoundSourceEffectFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundSourceEffectFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSourceEffectFactory.h
AudioEditor
class USoundSourceEffectFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "TSubclassOf<US...", "name": "SoundEffectSourcepresetClass", "description": "The type of sound source effect preset that will be created" } ]
USoundSubmixEffectFactory::CanCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixEffectFactory.h
true if the factory can currently create a new object from scratch.
AudioEditor
virtual bool CanCreateNew() const
[]
USoundSubmixEffectFactory::ConfigureProperties
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixEffectFactory.h
Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties
AudioEditor
virtual bool ConfigureProperties()
[]
USoundSubmixEffectFactory::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixEffectFactory.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundSubmixEffectFactory::USoundSubmixEffectFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixEffectFactory.h
AudioEditor
USoundSubmixEffectFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundSubmixFactory::CanCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
true if the factory can currently create a new object from scratch.
AudioEditor
virtual bool CanCreateNew() const
[]
USoundSubmixEffectFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixEffectFactory.h
AudioEditor
class USoundSubmixEffectFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[ { "type": "TSubclassOf<US...", "name": "SoundEffectSubmixPresetClass", "description": "The type of sound source effect preset that will be created" } ]
USoundSubmixFactory::FactoryCreateNew
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
Create a new object by class. The new object.
AudioEditor
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )
[]
USoundSubmixFactory::USoundSubmixFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
AudioEditor
USoundSubmixFactory ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundSubmixFactory
/Engine/Source/Editor/AudioEditor/Classes/Factories/SoundSubmixFactory.h
AudioEditor
class USoundSubmixFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)
[]
FEndpointSubmixDetailsCustomization::CustomizeDetails
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
Called when details should be customized
AudioEditor
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
FEndpointSubmixDetailsCustomization::MakeInstance
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
Makes a new instance of this detail layout class.
AudioEditor
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()
[]
FEndpointSubmixDetailsCustomization
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
AudioEditor
class FEndpointSubmixDetailsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization), private [FNameSelectorGenerator](API\Editor\AudioEditor\FNameSelectorGenerator)
[]
FNameSelectorCallbacks
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
AudioEditor
struct FNameSelectorCallbacks
[ { "type": "TUniqueFunction...", "name": "GetCurrentlySelectedName", "description": "" }, { "type": "TUniqueFunction...", "name": "GetTooltipText", "description": "" }, { "type": "TUniqueFunction...", "name": "OnNewNameSelected", "description": "" } ]
FNameSelectorGenerator::GetComboBoxContent
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
AudioEditor
[FText](API\Runtime\Core\Internationalization\FText) GetComboBoxContent() const
[]
FNameSelectorGenerator::GetComboBoxToolTip
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
AudioEditor
[FText](API\Runtime\Core\Internationalization\FText) GetComboBoxToolTip() const
[]
FNameSelectorGenerator::HandleResponseComboBoxGenerateWidget
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
AudioEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > HandleResponseComboBoxGenerateWidget ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FName](API\Runtime\Core\UObject\FName) > StringItem )
[]
FNameSelectorGenerator::MakeNameSelectorWidget
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
Use this to generate a combo box widget.
AudioEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeNameSelectorWidget ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InNameArray, [FNameSelectorCallbacks](API\Editor\AudioEditor\FNameSelectorGenerator\FNameSelectorCallbacks) && InCallbacks )
[]
FNameSelectorGenerator::OnSelectionChanged
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
AudioEditor
void OnSelectionChanged ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FName](API\Runtime\Core\UObject\FName) > NameItem, [ESelectInfo::Type](API\Runtime\SlateCore\Types\ESelectInfo__Type) SelectInfo )
[]
FNameSelectorGenerator
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
Utility class to build combo boxes out of arrays of names.
AudioEditor
class FNameSelectorGenerator : public [TSharedFromThis< FNameSelectorGenerator >](API\Runtime\Core\Templates\TSharedFromThis)
[ { "type": "FNameSelectorCa...", "name": "CachedCallbacks", "description": "" }, { "type": "TArray<TShared...", "name": "CachedNameArray", "description": "" } ]
FSoundClassEditorCommands::RegisterCommands
/Engine/Source/Editor/AudioEditor/Public/SoundClassEditorCommands.h
Initialize commands
AudioEditor
virtual void RegisterCommands()
[]
FSoundClassEditorCommands::FSoundClassEditorCommands
/Engine/Source/Editor/AudioEditor/Public/SoundClassEditorCommands.h
Constructor
AudioEditor
FSoundClassEditorCommands()
[]
FSoundClassEditorCommands
/Engine/Source/Editor/AudioEditor/Public/SoundClassEditorCommands.h
AudioEditor
class FSoundClassEditorCommands : public [TCommands< FSoundClassEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)
[ { "type": "TSharedPtr<FUI...", "name": "ToggleMute", "description": "Plays the SoundCue or stops the currently playing cue/node" }, { "type": "TSharedPtr<FUI...", "name": "ToggleSolo", "description": "Plays the SoundCue or stops the currently playing cue/node" } ]
FSoundClassEditorUtilities::CreateSoundClass
/Engine/Source/Editor/AudioEditor/Public/SoundClassEditorUtilities.h
Create a new SoundClass
AudioEditor
static void CreateSoundClass ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D & Location, [FString](API\Runtime\Core\Containers\FString) Name )
[]
FSoundClassEditorUtilities
/Engine/Source/Editor/AudioEditor/Public/SoundClassEditorUtilities.h
No constructors are accessible with public or protected access.
AudioEditor
class FSoundClassEditorUtilities
[]
FSoundCueEditorUtilities::CanPasteNodes
/Engine/Source/Editor/AudioEditor/Public/SoundCueEditorUtilities.h
Can we paste to this graph?
AudioEditor
static bool CanPasteNodes ( const class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )
[]
FSoundCueEditorUtilities::CreateDialogueContainers
/Engine/Source/Editor/AudioEditor/Public/SoundCueEditorUtilities.h
AddsUSoundNodeDialoguePlayernodes based on selected objects
AudioEditor
static void CreateDialogueContainers ( [TArray](API\Runtime\Core\Containers\TArray)< class [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * > & SelectedDialogues, [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue, [TArray](API\Runtime\Core\Containers\TArray)< class [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & OutPlayers, FVector2D Location )
[]
FSoundCueEditorUtilities::CreateWaveContainers
/Engine/Source/Editor/AudioEditor/Public/SoundCueEditorUtilities.h
Adds SoundNodeWavePlayer nodes based on selected objects
AudioEditor
static void CreateWaveContainers ( [TArray](API\Runtime\Core\Containers\TArray)< class [USoundWave](API\Runtime\Engine\Sound\USoundWave) * > & SelectedWaves, class [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue, [TArray](API\Runtime\Core\Containers\TArray)< class [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & OutPlayers, FVector2D Location )
[]
FSoundCueEditorUtilities::GetBoundsForSelectedNodes
/Engine/Source/Editor/AudioEditor/Public/SoundCueEditorUtilities.h
Get the bounding area for the currently selected nodes false if nothing is selected
AudioEditor
static bool GetBoundsForSelectedNodes ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, class [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & Rect, float Padding )
[]
FSoundCueEditorUtilities::GetNumberOfSelectedNodes
/Engine/Source/Editor/AudioEditor/Public/SoundCueEditorUtilities.h
Gets the number of nodes that are currently selected
AudioEditor
static int32 GetNumberOfSelectedNodes ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )
[]
FSoundCueEditorUtilities::GetSelectedNodes
/Engine/Source/Editor/AudioEditor/Public/SoundCueEditorUtilities.h
Get the currently selected set of nodes
AudioEditor
static [TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedNodes ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph )
[]
FSoundCueEditorUtilities::PasteNodesHere
/Engine/Source/Editor/AudioEditor/Public/SoundCueEditorUtilities.h
Perform paste on graph, at location
AudioEditor
static void PasteNodesHere ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, const FVector2D & Location )
[]
FSoundCueEditorUtilities
/Engine/Source/Editor/AudioEditor/Public/SoundCueEditorUtilities.h
No constructors are accessible with public or protected access.
AudioEditor
class FSoundCueEditorUtilities
[]
FSoundCueGraphEditorCommands::RegisterCommands
/Engine/Source/Editor/AudioEditor/Public/SoundCueGraphEditorCommands.h
Initialize commands
AudioEditor
virtual void RegisterCommands()
[]
FSoundCueGraphEditorCommands::FSoundCueGraphEditorCommands
/Engine/Source/Editor/AudioEditor/Public/SoundCueGraphEditorCommands.h
Constructor
AudioEditor
FSoundCueGraphEditorCommands()
[]
FSoundCueGraphEditorCommands
/Engine/Source/Editor/AudioEditor/Public/SoundCueGraphEditorCommands.h
AudioEditor
class FSoundCueGraphEditorCommands : public [TCommands< FSoundCueGraphEditorCommands >](API\Runtime\Slate\Framework\Commands\TCommands)
[ { "type": "TSharedPtr<FUI...", "name": "AddInput", "description": "Adds an input to the node" }, { "type": "TSharedPtr<FUI...", "name": "BreakLink", "description": "Breaks the node input/output link" }, { "type": "TSharedPtr<FUI...", "name": "BrowserSync", "description": "Selects the SoundWave in the content browser" }, { "type": "TSharedPtr<FUI...", "name": "DeleteInput", "description": "Removes an input from the node" }, { "type": "TSharedPtr<FUI...", "name": "PlayCue", "description": "Plays the SoundCue" }, { "type": "TSharedPtr<FUI...", "name": "PlayNode", "description": "Plays the selected node" }, { "type": "TSharedPtr<FUI...", "name": "StopCueNode", "description": "Stops the currently playing cue/node" }, { "type": "TSharedPtr<FUI...", "name": "ToggleMute", "description": "Plays the SoundCue or stops the currently playing cue/node" }, { "type": "TSharedPtr<FUI...", "name": "TogglePlayback", "description": "Plays the SoundCue or stops the currently playing cue/node" }, { "type": "TSharedPtr<FUI...", "name": "ToggleSolo", "description": "Plays the SoundCue or stops the currently playing cue/node" } ]
FSoundfieldEndpointSubmixDetailsCustomization
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
AudioEditor
class FSoundfieldEndpointSubmixDetailsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization), private [FNameSelectorGenerator](API\Editor\AudioEditor\FNameSelectorGenerator)
[]
FSoundfieldEndpointSubmixDetailsCustomization::CustomizeDetails
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
Called when details should be customized
AudioEditor
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
FSoundfieldEndpointSubmixDetailsCustomization::MakeInstance
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
Makes a new instance of this detail layout class.
AudioEditor
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()
[]
FSoundfieldSubmixDetailsCustomization::CustomizeDetails
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
Called when details should be customized
AudioEditor
virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )
[]
FSoundfieldSubmixDetailsCustomization::MakeInstance
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
Makes a new instance of this detail layout class.
AudioEditor
static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()
[]
FSoundfieldSubmixDetailsCustomization
/Engine/Source/Editor/AudioEditor/Public/SubmixDetailsCustomization.h
AudioEditor
class FSoundfieldSubmixDetailsCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)
[]
FSoundSubmixEditorUtilities::CreateSoundSubmix
/Engine/Source/Editor/AudioEditor/Public/SoundSubmixEditorUtilities.h
Create a new SoundSubmix
AudioEditor
static void CreateSoundSubmix ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, FVector2D Location, const [FString](API\Runtime\Core\Containers\FString) & Name )
[]
FSoundSubmixEditorUtilities
/Engine/Source/Editor/AudioEditor/Public/SoundSubmixEditorUtilities.h
No constructors are accessible with public or protected access.
AudioEditor
class FSoundSubmixEditorUtilities
[]
IAudioEditorModule::CreateSoundClassEditor
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Creates a new sound class editor for a sound class object.
AudioEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > CreateSoundClassEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass )
[]