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IAudioEditorModule::CreateSoundCueEditor
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Creates a new material editor, either for a material or a material function.
AudioEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISoundCueEditor](API\Editor\AudioEditor\ISoundCueEditor) > CreateSoundCueEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue )
[]
IAudioEditorModule::CreateSoundSubmixEditor
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Creates a new sound submix editor for a sound submix object.
AudioEditor
[TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit) > CreateSoundSubmixEditor ( const [EToolkitMode::Type](API\Editor\EditorFramework\Toolkits\EToolkitMode__Type) Mode, const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IToolkitHost](API\Editor\EditorFramework\Toolkits\IToolkitHost) > & InitToolkitHost, [USoundSubmixBase](API\Runtime\Engine\Sound\USoundSubmixBase) * InSoundSubmix )
[]
IAudioEditorModule::GetSoundClassMenuExtensibilityManager
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Returns the menu extensibility manager for the given audio editor type.
AudioEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetSoundClassMenuExtensibilityManager()
[]
IAudioEditorModule::GetSoundClassToolBarExtensibilityManager
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Returns the toolbar extensibility manager for the given audio editor type.
AudioEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetSoundClassToolBarExtensibilityManager()
[]
IAudioEditorModule::GetSoundCueMenuExtensibilityManager
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Returns the menu extensibility manager for the given audio editor type.
AudioEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetSoundCueMenuExtensibilityManager()
[]
IAudioEditorModule::GetSoundCueToolBarExtensibilityManager
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Returns the toolbar extensibility manager for the given audio editor type.
AudioEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetSoundCueToolBarExtensibilityManager()
[]
IAudioEditorModule::GetSoundSubmixMenuExtensibilityManager
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Returns the menu extensibility manager for the given audio editor type.
AudioEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetSoundSubmixMenuExtensibilityManager()
[]
IAudioEditorModule::GetSoundSubmixToolBarExtensibilityManager
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Returns the toolbar extensibility manager for the given audio editor type.
AudioEditor
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FExtensibilityManager](API\Editor\UnrealEd\Toolkits\FExtensibilityManager) > GetSoundSubmixToolBarExtensibilityManager()
[]
IAudioEditorModule::ImportSoundWave
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Imports a sound wave from the given package.
AudioEditor
[USoundWave](API\Runtime\Engine\Sound\USoundWave) * ImportSoundWave ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) *const SoundWavePackage, const [FString](API\Runtime\Core\Containers\FString) & InSoundWaveAssetName, const [FString](API\Runtime\Core\Containers\FString) & InWavFilename )
[]
IAudioEditorModule::RegisterAssetActions
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Registers audio editor asset actions.
AudioEditor
void RegisterAssetActions()
[]
IAudioEditorModule::RegisterAudioMixerAssetActions
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Registers audio editor asset actions specific to audio mixer functionality.
AudioEditor
void RegisterAudioMixerAssetActions()
[]
IAudioEditorModule::RegisterEffectPresetAssetActions
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Registers effect preset asset actions.
AudioEditor
void RegisterEffectPresetAssetActions()
[]
IAudioEditorModule::ReplaceSoundNodesInGraph
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Replaces sound cue nodes in the graph.
AudioEditor
void ReplaceSoundNodesInGraph ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) * SoundCue, [UDialogueWave](API\Runtime\Engine\Sound\UDialogueWave) * DialogueWave, [TArray](API\Runtime\Core\Containers\TArray)< [USoundNode](API\Runtime\Engine\Sound\USoundNode) * > & NodesToReplace, const [FDialogueContextMapping](API\Runtime\Engine\Sound\FDialogueContextMapping) & ContextMapping )
[]
IAudioEditorModule
/Engine/Source/Editor/AudioEditor/Public/AudioEditorModule.h
Sound class editor module interface
AudioEditor
class IAudioEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
ISoundClassEditor
/Engine/Source/Editor/AudioEditor/Public/ISoundClassEditor.h
AudioEditor
class ISoundClassEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)
[]
ISoundCueEditor::CanPasteNodes
/Engine/Source/Editor/AudioEditor/Public/ISoundCueEditor.h
Checks whether nodes can currently be pasted
AudioEditor
bool CanPasteNodes() const
[]
ISoundCueEditor::GetBoundsForSelectedNodes
/Engine/Source/Editor/AudioEditor/Public/ISoundCueEditor.h
Get the bounding area for the currently selected nodes false if nothing is selected
AudioEditor
bool GetBoundsForSelectedNodes ( class [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & Rect, float Padding )
[]
ISoundClassEditor::CreateSoundClass
/Engine/Source/Editor/AudioEditor/Public/ISoundClassEditor.h
Creates a new sound class
AudioEditor
void CreateSoundClass ( class [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D & Location, const [FString](API\Runtime\Core\Containers\FString) & Name )
[]
ISoundCueEditor::GetSelectedNodes
/Engine/Source/Editor/AudioEditor/Public/ISoundCueEditor.h
Get the currently selected set of nodes
AudioEditor
[TSet](API\Runtime\Core\Containers\TSet)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetSelectedNodes() const
[]
ISoundCueEditor::GetNumberOfSelectedNodes
/Engine/Source/Editor/AudioEditor/Public/ISoundCueEditor.h
Gets the number of nodes that are currently selected
AudioEditor
int32 GetNumberOfSelectedNodes() const
[]
ISoundCueEditor::GetSoundCue
/Engine/Source/Editor/AudioEditor/Public/ISoundCueEditor.h
Returns the SoundCue asset inspected by the editor
AudioEditor
[USoundCue](API\Runtime\Engine\Sound\USoundCue) * GetSoundCue() const
[]
ISoundCueEditor::PasteNodesHere
/Engine/Source/Editor/AudioEditor/Public/ISoundCueEditor.h
Paste nodes at a specific location
AudioEditor
void PasteNodesHere ( const FVector2D & Location )
[]
ISoundCueEditor
/Engine/Source/Editor/AudioEditor/Public/ISoundCueEditor.h
AudioEditor
class ISoundCueEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)
[]
ISoundCueEditor::SetSelection
/Engine/Source/Editor/AudioEditor/Public/ISoundCueEditor.h
Assigns the currently selected nodes to the property control
AudioEditor
void SetSelection ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > SelectedObjects )
[]
ISoundSubmixEditor::CreateSoundSubmix
/Engine/Source/Editor/AudioEditor/Public/ISoundSubmixEditor.h
Creates a new sound submix
AudioEditor
void CreateSoundSubmix ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, FVector2D Location, const [FString](API\Runtime\Core\Containers\FString) & Name )
[]
ISoundSubmixEditor
/Engine/Source/Editor/AudioEditor/Public/ISoundSubmixEditor.h
AudioEditor
class ISoundSubmixEditor : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)
[]
FSoundClassGraphSchemaAction_NewNode::GetTypeId
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
AudioEditor
virtual [FName](API\Runtime\Core\UObject\FName) GetTypeId() const
[]
FSoundClassGraphSchemaAction_NewNode::FSoundClassGraphSchemaAction_NewNode
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
AudioEditor
FSoundClassGraphSchemaAction_NewNode()
[]
FSoundClassGraphSchemaAction_NewNode::PerformAction
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
AudioEditor
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )
[]
FSoundClassGraphSchemaAction_NewNode::StaticGetTypeId
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Simple type info.
AudioEditor
static [FName](API\Runtime\Core\UObject\FName) StaticGetTypeId()
[]
FSoundClassGraphSchemaAction_NewNode::FSoundClassGraphSchemaAction_NewNode
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
AudioEditor
FSoundClassGraphSchemaAction_NewNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )
[]
FSoundClassGraphSchemaAction_NewNode
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Action to add a node to the graph
AudioEditor
struct FSoundClassGraphSchemaAction_NewNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
[ { "type": "FString", "name": "NewSoundClassName", "description": "Name for the new SoundClass" } ]
USoundClassGraph::AddDroppedSoundClasses
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraph.h
Display SoundClasses (and all of their children) that have been dragged onto the editor
AudioEditor
void AddDroppedSoundClasses ( const [TArray](API\Runtime\Core\Containers\TArray)< class [USoundClass](API\Runtime\Engine\Sound\USoundClass) * > & SoundClasses, int32 NodePosX, int32 NodePosY )
[]
USoundClassGraph::AddNewSoundClass
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraph.h
Display a new SoundClass that has just been created using the editor
AudioEditor
void AddNewSoundClass ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, class [USoundClass](API\Runtime\Engine\Sound\USoundClass) * SoundClass, int32 NodePosX, int32 NodePosY, bool bSelectNewNode )
[]
USoundClassGraph::GetRootSoundClass
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraph.h
Get the SoundClass which forms the root of this graph
AudioEditor
[USoundClass](API\Runtime\Engine\Sound\USoundClass) * GetRootSoundClass() const
[]
USoundClassGraph::IsClassDisplayed
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraph.h
Checks whether a SoundClass is already represented on this graph
AudioEditor
bool IsClassDisplayed ( class [USoundClass](API\Runtime\Engine\Sound\USoundClass) * SoundClass ) const
[]
USoundClassGraph::LinkSoundClasses
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraph.h
Use this graph to re-link all of the SoundClasses it represents after a change in linkage
AudioEditor
void LinkSoundClasses()
[]
USoundClassGraph::RebuildGraph
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraph.h
Completely rebuild the graph from the root, removing all old nodes
AudioEditor
void RebuildGraph()
[]
USoundClassGraph::RecursivelyRemoveNodes
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraph.h
Recursively remove a set of nodes from this graph and re-link SoundClasses afterwards
AudioEditor
void RecursivelyRemoveNodes ( const [TSet](API\Runtime\Core\Containers\TSet)< class [UObject](API\Runtime\CoreUObject\UObject\UObject) * > NodesToRemove )
[]
USoundClassGraph::RefreshGraphLinks
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraph.h
Re-link all of the nodes in this graph after a change to SoundClass linkage
AudioEditor
void RefreshGraphLinks()
[]
USoundClassGraph::SetRootSoundClass
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraph.h
Set the SoundClass which forms the root of this graph
AudioEditor
void SetRootSoundClass ( class [USoundClass](API\Runtime\Engine\Sound\USoundClass) * InSoundClass )
[]
USoundClassGraph::USoundClassGraph
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraph.h
AudioEditor
USoundClassGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundClassGraph
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraph.h
AudioEditor
class USoundClassGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)
[]
USoundClassGraphNode::AllocateDefaultPins
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphNode.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
AudioEditor
virtual void AllocateDefaultPins()
[]
USoundClassGraphNode::AutowireNewNode
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphNode.h
Autowire a newly created node.
AudioEditor
virtual void AutowireNewNode ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin )
[]
USoundClassGraphNode::CanCreateUnderSpecifiedSchema
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphNode.h
Determine if this node can be created under the specified schema
AudioEditor
virtual bool CanCreateUnderSpecifiedSchema ( const [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema) * Schema ) const
[]
USoundClassGraphNode::CanUserDeleteNode
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphNode.h
Whether or not this node can be deleted by user action
AudioEditor
virtual bool CanUserDeleteNode() const
[]
USoundClassGraphNode::CheckRepresentsSoundClass
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphNode.h
Check whether the children of this node match the SoundClass it is representing
AudioEditor
bool CheckRepresentsSoundClass()
[]
USoundClassGraphNode::GetChildPin
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphNode.h
Get the Pin that connects to all children
AudioEditor
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetChildPin() const
[]
USoundClassGraphNode::GetNodeTitle
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphNode.h
Gets the name of this node, shown in title bar
AudioEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
USoundClassGraphNode::GetNodeTitleColor
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphNode.h
Gets the draw color of a node's title bar
AudioEditor
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
USoundClassGraphNode::GetParentPin
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphNode.h
Get the Pin that connects to its parent
AudioEditor
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetParentPin() const
[]
USoundClassGraphNode::USoundClassGraphNode
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphNode.h
AudioEditor
USoundClassGraphNode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundClassGraphNode
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphNode.h
AudioEditor
class USoundClassGraphNode : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)
[ { "type": "TObjectPtr<USo...", "name": "SoundClass", "description": "The SoundNode this represents" } ]
USoundClassGraphSchema::BreakPinLinks
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Breaks all links from/to a single pin
AudioEditor
virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const
[]
USoundClassGraphSchema::BreakSinglePinLink
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Breaks the link between two nodes.
AudioEditor
virtual void BreakSinglePinLink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const
[]
USoundClassGraphSchema::CanCreateConnection
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Determine if a connection can be created between two pins. An empty string if the connection is legal, otherwise a message describing why the connection would fail.
AudioEditor
virtual const [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CanCreateConnection ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
[]
USoundClassGraphSchema::DroppedAssetsOnGraph
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Called when asset(s) are dropped onto a graph background.
AudioEditor
virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< struct [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const
[]
USoundClassGraphSchema::ConnectionCausesLoop
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Check whether connecting these pins would cause a loop
AudioEditor
bool ConnectionCausesLoop ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * InputPin, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OutputPin ) const
[]
USoundClassGraphSchema::GetContextMenuActions
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Gets actions that should be added to the right-click context menu for a node or pin
AudioEditor
virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
USoundClassGraphSchema::GetGraphContextActions
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Get all actions that can be performed when right clicking on a graph or drag-releasing on a graph from a pin
AudioEditor
virtual void GetGraphContextActions ( [FGraphContextMenuBuilder](API\Runtime\Engine\EdGraph\FGraphContextMenuBuilder) & ContextMenuBuilder ) const
[]
USoundClassGraphSchema::GetParentContextMenuName
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Returns parent context menu name
AudioEditor
virtual [FName](API\Runtime\Core\UObject\FName) GetParentContextMenuName() const
[]
USoundClassGraphSchema::BreakNodeLinks
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Breaks all links from/to a single node
AudioEditor
virtual void BreakNodeLinks ( [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) & TargetNode ) const
[]
USoundClassGraphSchema::GetPinTypeColor
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Gets the draw color of a pin based on it's type. The color representing the passed in type.
AudioEditor
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const
[]
USoundClassGraphSchema::ShouldHidePinDefaultValue
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
If we should disallow viewing and editing of the supplied pin
AudioEditor
virtual bool ShouldHidePinDefaultValue ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
USoundClassGraphSchema::TryCreateConnection
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
Try to make a connection between two pins. True if a connection was made/broken (graph was modified); false if the connection failed and had no side effects.
AudioEditor
virtual bool TryCreateConnection ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * A, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * B ) const
[]
USoundClassGraphSchema::USoundClassGraphSchema
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
AudioEditor
USoundClassGraphSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundClassGraphSchema
/Engine/Source/Editor/AudioEditor/Classes/SoundClassGraph/SoundClassGraphSchema.h
AudioEditor
class USoundClassGraphSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)
[]
FSoundCueGraphSchemaAction_NewComment::PerformAction
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
AudioEditor
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )
[]
FSoundCueGraphSchemaAction_NewComment::FSoundCueGraphSchemaAction_NewComment
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
AudioEditor
FSoundCueGraphSchemaAction_NewComment()
[]
FSoundCueGraphSchemaAction_NewComment::FSoundCueGraphSchemaAction_NewComment
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
AudioEditor
FSoundCueGraphSchemaAction_NewComment ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )
[]
FSoundCueGraphSchemaAction_NewComment
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
Action to create new comment
AudioEditor
struct FSoundCueGraphSchemaAction_NewComment : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
[]
FSoundCueGraphSchemaAction_NewFromSelected::FSoundCueGraphSchemaAction_NewFromSelected
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
AudioEditor
FSoundCueGraphSchemaAction_NewFromSelected()
[]
FSoundCueGraphSchemaAction_NewFromSelected::PerformAction
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
AudioEditor
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )
[]
FSoundCueGraphSchemaAction_NewFromSelected::FSoundCueGraphSchemaAction_NewFromSelected
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
AudioEditor
FSoundCueGraphSchemaAction_NewFromSelected ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )
[]
FSoundCueGraphSchemaAction_NewFromSelected
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
Action to add nodes to the graph based on selected objects
AudioEditor
struct FSoundCueGraphSchemaAction_NewFromSelected : public [FSoundCueGraphSchemaAction_NewNode](API\Editor\AudioEditor\SoundCueGraph\FSoundCueGraphSchemaAction_NewNo-)
[]
FSoundCueGraphSchemaAction_NewNode::PerformAction
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
AudioEditor
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )
[]
FSoundCueGraphSchemaAction_NewNode::FSoundCueGraphSchemaAction_NewNode
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
AudioEditor
FSoundCueGraphSchemaAction_NewNode()
[]
FSoundCueGraphSchemaAction_NewNode::FSoundCueGraphSchemaAction_NewNode
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
AudioEditor
FSoundCueGraphSchemaAction_NewNode ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )
[]
FSoundCueGraphSchemaAction_NewNode
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
Action to add a node to the graph
AudioEditor
struct FSoundCueGraphSchemaAction_NewNode : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
[ { "type": "TSubclassOf<US...", "name": "SoundNodeClass", "description": "Class of node we want to create" } ]
FSoundCueGraphSchemaAction_Paste::PerformAction
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
Execute this action, given the graph and schema, and possibly a pin that we were dragged from. Returns a node that was created by this action (if any).
AudioEditor
virtual [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * PerformAction ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * ParentGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin, const FVector2D Location, bool bSelectNewNode )
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FSoundCueGraphSchemaAction_Paste::FSoundCueGraphSchemaAction_Paste
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
AudioEditor
FSoundCueGraphSchemaAction_Paste()
[]
FSoundCueGraphSchemaAction_Paste::FSoundCueGraphSchemaAction_Paste
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
AudioEditor
FSoundCueGraphSchemaAction_Paste ( [FText](API\Runtime\Core\Internationalization\FText) InNodeCategory, [FText](API\Runtime\Core\Internationalization\FText) InMenuDesc, [FText](API\Runtime\Core\Internationalization\FText) InToolTip, const int32 InGrouping )
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FSoundCueGraphSchemaAction_Paste
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphSchema.h
Action to paste clipboard contents into the graph
AudioEditor
struct FSoundCueGraphSchemaAction_Paste : public [FEdGraphSchemaAction](API\Runtime\Engine\EdGraph\FEdGraphSchemaAction)
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USoundCueGraph::GetSoundCue
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraph.h
Returns the SoundCue that contains this graph
AudioEditor
[USoundCue](API\Runtime\Engine\Sound\USoundCue) * GetSoundCue() const
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USoundCueGraph::USoundCueGraph
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraph.h
AudioEditor
USoundCueGraph ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
USoundCueGraph
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraph.h
AudioEditor
class USoundCueGraph : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)
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USoundCueGraphNode::AddInputPin
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Add an input pin to this node and recompile the SoundCue
AudioEditor
void AddInputPin()
[]
USoundCueGraphNode::CanAddInputPin
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Checks whether an input can be added to this node
AudioEditor
bool CanAddInputPin() const
[]
USoundCueGraphNode::CreateInputPin
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Create a new input pin for this node
AudioEditor
void CreateInputPin()
[]
USoundCueGraphNode::CreateInputPins
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Create all of the input pins required
AudioEditor
virtual void CreateInputPins()
[]
USoundCueGraphNode::EstimateNodeWidth
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Estimate the width of this Node from the length of its title
AudioEditor
int32 EstimateNodeWidth() const
[]
USoundCueGraphNode::GetDocumentationExcerptName
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)
AudioEditor
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationExcerptName() const
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USoundCueGraphNode::GetNodeContextMenuActions
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Gets a list of actions that can be done to this particular node
AudioEditor
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
USoundCueGraphNode::GetNodeTitle
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Gets the name of this node, shown in title bar
AudioEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
USoundCueGraphNode::GetTooltipText
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Gets the tooltip to display when over the node
AudioEditor
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
USoundCueGraphNode::PostCopyNode
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Fix up the node's owner after being copied
AudioEditor
void PostCopyNode()
[]
USoundCueGraphNode::PostDuplicate
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.
AudioEditor
virtual void PostDuplicate ( bool bDuplicateForPIE )
[]
USoundCueGraphNode::PostEditImport
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization
AudioEditor
virtual void PostEditImport()
[]
USoundCueGraphNode::PostLoad
/Engine/Source/Editor/AudioEditor/Classes/SoundCueGraph/SoundCueGraphNode.h
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.
AudioEditor
virtual void PostLoad()
[]