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- /*******************************************************************************
- The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
- Technology released in source code form as part of the game integration package.
- The content of this file may not be used without valid licenses to the
- AUDIOKINETIC Wwise Technology.
- Note that the use of the game engine is subject to the Unreal(R) Engine End User
- License Agreement at https://www.unrealengine.com/en-US/eula/unreal
-
- License Usage
-
- Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
- this file in accordance with the end user license agreement provided with the
- software or, alternatively, in accordance with the terms contained
- in a written agreement between you and Audiokinetic Inc.
- Copyright (c) 2023 Audiokinetic Inc.
- *******************************************************************************/
- /*=============================================================================
- ActorFactoryAkAmbientSound.h:
- =============================================================================*/
- #pragma once
- #include "ActorFactories/ActorFactory.h"
- #include "ActorFactoryAkAmbientSound.generated.h"
- /*------------------------------------------------------------------------------------
- UActorFactoryAkAmbientSound
- ------------------------------------------------------------------------------------*/
- UCLASS(config=Editor, collapsecategories, hidecategories=Object, MinimalAPI)
- class UActorFactoryAkAmbientSound : public UActorFactory
- {
- GENERATED_BODY()
- public:
- UActorFactoryAkAmbientSound(const class FObjectInitializer& ObjectInitializer);
- // Begin UActorFactory Interface
- virtual void PostSpawnActor( UObject* Asset, AActor* NewActor ) override;
- virtual void PostCreateBlueprint( UObject* Asset, AActor* CDO ) override;
- virtual bool CanCreateActorFrom( const FAssetData& AssetData, FText& OutErrorMsg ) override;
- virtual UObject* GetAssetFromActorInstance(AActor* ActorInstance) override;
- // End UActorFactory Interface
- };
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