unreal.ReimportSoundFactory
¶
- class unreal.ReimportSoundFactory(outer=None, name='None')¶
Bases:
unreal.SoundFactory
Reimport Sound Factory
C++ Source:
Module: AudioEditor
File: ReimportSoundFactory.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_task
(AssetImportTask): [Read-Write] Task for importing file via script interfacesauto_create_cue
(bool): [Read-Write] If enabled, a sound cue will automatically be created for the soundautomated_import_data
(AutomatedAssetImportData): [Read-Write] Data for how to import files via the automated command line importing interfacecontext_class
(type(Class)): [Read-Write] Class of the context object used to help create the object.create_new
(bool): [Read-Write] The default value to return from CanCreateNew()cue_package_suffix
(str): [Read-Write] If not empty, generated SoundCues will be placed in PackageCuePackageSuffix, but only if bAutoCreateCue is truecue_volume
(float): [Read-Write] The volume of the created sound cueedit_after_new
(bool): [Read-Write] true if the associated editor should be opened after creating a new object.editor_import
(bool): [Read-Write] true if the factory imports objects from files.formats
(Array(str)): [Read-Write] List of formats supported by the factory. Each entry is of the form “ext;Description” where ext is the file extension.include_attenuation_node
(bool): [Read-Write] If enabled, the created sound cue will include a attenuation nodeinclude_looping_node
(bool): [Read-Write] If enabled, the created sound cue will include a looping nodeinclude_modulator_node
(bool): [Read-Write] If enabled, the created sound cue will include a modulator nodesupported_class
(type(Class)): [Read-Write] The class manufactured by this factory.text
(bool): [Read-Write] true if the factory imports objects from text.