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API > API/Plugins > API/Plugins/SoundScape
References
| Module | SoundScape |
| Header | /Engine/Plugins/Runtime/Soundscape/Source/SoundScape/Public/SoundscapeColor.h |
| Include | #include "SoundscapeColor.h" |
Syntax
USTRUCT&40;BlueprintType&41;
struct FSoundscapeColorSpawnSettings
Remarks
Struct.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bClampHeight | When false, there will only be one Element spawned. | |
| bool | bContinuouslyRespawn | When false, there will only be one Element spawned. | |
| bool | bCullByMaxSpawnDistance | Culls the voices by the Max Spawn Distance. | |
| bool | bDelayFirstSpawn | Automatically Element Spawn when Element Returns Finished. | |
| bool | bFilterByColorPointDensity | Filter by Color Point Density allows designers to only allow this Color to spawn in spaces with a specified range of Color Points. | |
| bool | bIgnoreZAxisWhenCullingByMaxDistance | Culls the voices by the Max Spawn Distance. | |
| bool | bPositionByTrace | Position By Trace allows sounds to be repositioned from their spawn point to a new point in space based on the success of an async trace call, unsuccessful hits will result in the sound not spawning | |
| bool | bRotateSoundSource | When false, the sound rotation will be unmodified. | |
| ESoundscapeColorAltitudeClampMode | ClampMode | What mode of altitude clamping to use, Relative clamps the z-axis about the location of the Listener, Absolute clamps the z-axis of the world coordinates. | |
| FGameplayTag | ColorPoint | Color Point. | |
| float | MaxAltitudinalRotationAngle | The Maximum Altitudinal rotation in the world orientation for Element Playback. | |
| float | MaxAzimuthalRotationAngle | The Maximum azimuthal rotation in the world orientation for Element Playback. | |
| float | MaxFirstSpawnDelay | Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc. | |
| int32 | MaxNumberOfSpawnedElements | Max number of concurrent Elements of this type playing back at once, will not Spawn New ones until current ones are Finished Playing. | |
| float | MaxSpawnAngle | The Maximum Azimuth based on the Base's Forward Vector in which to position Element Playback. | |
| float | MaxSpawnDelay | Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc. | |
| float | MaxSpawnDistance | Sets the Maximum Distance from Base for Playback of the Element. | |
| float | MaxSpawnHeightClamp | After Element Playback position is determined, will clamp the Z-Axis to these ranges. | |
| float | MinAltitudinalRotationAngle | The Minimum Altitudinal rotation in the world orientation for Element Playback. | |
| float | MinAzimuthalRotationAngle | The Minimum azimuthal rotation in the world orientation for Element Playback. | |
| int32 | MinColorPointNumber | Minimum number of Color Point density required before spawn is successful. | |
| float | MinFirstSpawnDelay | Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc. | |
| float | MinSpawnAngle | The Minimum Azimuth based on the Base's Forward Vector in which to position Element Playback. | |
| float | MinSpawnDelay | Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc. | |
| float | MinSpawnDistance | Sets Minimum Distance from Base for Playback of the Element. | |
| float | MinSpawnHeightClamp | After Element Playback position is determined, will clamp the Z-Axis to these ranges. | |
| TEnumAsByte< enum ECollisionChannel > | TraceChannel | The physics trace channel to use. | |
| float | TraceDistance | Trace distance. | |
| FVector | TraceVector | The Minimum nomralized directional vector in world orientation for the Trace to fire (default to down, z = -1.0f) |