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Unreal Engine C++ API Reference > Editor > AudioEditor > Factories
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UFactory
- USoundFactory
- UReimportSoundFactory
References
Module | AudioEditor |
Header | /Engine/Source/Editor/AudioEditor/Classes/Factories/SoundFactory.h |
Include | #include "Factories/SoundFactory.h" |
Syntax
class USoundFactory : public UFactory
Variables
Type | Name | Description | |
---|---|---|---|
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uint32: 1 | bAutoCreateCue | If enabled, a sound cue will automatically be created for the sound |
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uint32: 1 | bIncludeAttenuationNode | If enabled, the created sound cue will include a attenuation node |
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uint32: 1 | bIncludeLoopingNode | If enabled, the created sound cue will include a looping node |
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uint32: 1 | bIncludeModulatorNode | If enabled, the created sound cue will include a modulator node |
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FString | CuePackageSuffix | If not empty, imported waves will be placed in PackageCuePackageSuffix, but only if bAutoCreateCue is true. |
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float | CueVolume | The volume of the created sound cue |
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uint8 | SuppressImportDialogOptions |
Constructors
Type | Name | Description | |
---|---|---|---|
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USoundFactory
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | Suppresses all dialogs pertaining to importing using factory |
Overridden from UFactory
Type | Name | Description | |
---|---|---|---|
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void | CleanUp () |
Do clean up after importing is done. Will be called once for multi batch import. |
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UObject * | FactoryCreateBinary
(
UClass* InClass, |
Create a new object by importing it from a binary buffer. |
Enums
Type | Name | Description | |
---|---|---|---|
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ESuppressImportDialog |