className
stringlengths 1
167
| headerPath
stringlengths 14
166
| description
stringlengths 0
1.62k
| module
stringlengths 0
76
| code
stringlengths 0
11.4k
| variables
listlengths 0
395
|
|---|---|---|---|---|---|
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 )
|
[] |
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