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Struct used to specify the quantization boundary of an event
| Name | FQuartzQuantizationBoundary |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Sound/QuartzQuantizationUtilities.h |
| Include Path | #include "Sound/QuartzQuantizationUtilities.h" |
Syntax
USTRUCT (BlueprintType )
struct FQuartzQuantizationBoundary
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FQuartzQuantizationBoundary
(
EQuartzCommandQuantization InQuantization, |
Ctor | Sound/QuartzQuantizationUtilities.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCancelCommandIfClockIsNotRunning | bool | If this is true, this command will be canceled if the Clock is stopped or otherwise not running. | Sound/QuartzQuantizationUtilities.h |
|
| bFireOnClockStart | bool | If this is true and the Clock hasn't started yet, the event will fire immediately when the Clock starts. | Sound/QuartzQuantizationUtilities.h |
|
| bResetClockOnQueued | bool | If this is true, queueing the sound will also call a Reset Clock command. | Sound/QuartzQuantizationUtilities.h |
|
| bResumeClockOnQueued | bool | If this is true, queueing the sound will also call a Resume Clock command. | Sound/QuartzQuantizationUtilities.h |
|
| CountingReferencePoint | EQuarztQuantizationReference | Sound/QuartzQuantizationUtilities.h |
|
|
| GameThreadSubscribers | TArray< Audio::FQuartzGameThreadSubscriber > | Game thread subscribers that will be passed to command init data (for C++ implementations) | Sound/QuartzQuantizationUtilities.h | |
| Multiplier | float | How many "Resolutions" to wait before the onset we care about | Sound/QuartzQuantizationUtilities.h |
|
| Quantization | EQuartzCommandQuantization | Resolution we are interested in | Sound/QuartzQuantizationUtilities.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString ToString() |
Sound/QuartzQuantizationUtilities.h |