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)"
},
... | |
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"
},
{
... | |
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": ... | |
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 ) | [] |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.