Navigation
API > API/Plugins > API/Plugins/AudioGameplayVolume
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ABrush
- AVolume
- AAudioGameplayVolume
References
| Module | AudioGameplayVolume |
| Header | /Engine/Plugins/AudioGameplayVolume/Source/AudioGameplayVolume/Public/AudioGameplayVolume.h |
| Include | #include "AudioGameplayVolume.h" |
Syntax
UCLASS&40;HideCategories&61;&40;Advanced, Attachment, Collision, Volume&41;&41;
class AAudioGameplayVolume : public AVolume
Remarks
AudioGameplayVolume - A spatial volume used to notify audio gameplay systems when the nearest audio listener enters or exits the volume. Additionally, these volumes can influence audio sources depending on the relative position of the listener.
NOTE: Will only impact audio sources that have "apply ambient volumes" set on their sound class.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FAudioGameplayVolumeEvent | OnListenerEnterEvent | ||
| FAudioGameplayVolumeEvent | OnListenerExitEvent |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AAudioGameplayVolume
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddProxy () |
||
| bool | |||
| bool | GetEnabled () |
||
| void | Called by a child component to notify our proxy may need updating | ||
| void | Blueprint event for listener enter | ||
| void | Blueprint event for listener exit | ||
| void | |||
| void | RemoveProxy () |
||
| void | SetEnabled
(
bool bEnable |
Sets whether the volume is enabled | |
| void | TransformUpdated
(
USceneComponent* InRootComponent, |
||
| void | UpdateProxy () |
Overridden from AVolume
| Type | Name | Description | |
|---|---|---|---|
| bool |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay | ||
| void | Called after all the components in the Components array are registered, called both in editor and during gameplay. | ||
| void | Called after all currently registered components are cleared |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties | |
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |