Files
UnrealEngineUWP/Engine/Source/Runtime/Engine/Classes/Sound/SoundNodeSoundClass.h
Zousar Shaker 3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00

39 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Sound/SoundNode.h"
#include "SoundNodeSoundClass.generated.h"
class USoundClass;
struct FActiveSound;
struct FSoundParseParameters;
struct FWaveInstance;
/**
* Remaps the SoundClass of SoundWaves underneath this
*/
UCLASS(hidecategories=Object, editinlinenew, MinimalAPI, meta=( DisplayName="SoundClass" ))
class USoundNodeSoundClass : public USoundNode
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=SoundClass)
TObjectPtr<USoundClass> SoundClassOverride;
public:
//~ Begin USoundNode Interface.
virtual void ParseNodes( class FAudioDevice* AudioDevice, const UPTRINT NodeWaveInstanceHash, FActiveSound& ActiveSound, const FSoundParseParameters& ParseParams, TArray<FWaveInstance*>& WaveInstances ) override;
//~ End USoundNode Interface.
virtual void PostLoad() override;
virtual void BeginDestroy() override;
private:
// This is set to true if this node's soundclass specifically dictates that a sound should be retained.
bool bRetainingAudioDueToSoundClass;
};