ActorFactoryAkAmbientSound.h 2.0 KB

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  1. /*******************************************************************************
  2. The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
  3. Technology released in source code form as part of the game integration package.
  4. The content of this file may not be used without valid licenses to the
  5. AUDIOKINETIC Wwise Technology.
  6. Note that the use of the game engine is subject to the Unreal(R) Engine End User
  7. License Agreement at https://www.unrealengine.com/en-US/eula/unreal
  8. License Usage
  9. Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
  10. this file in accordance with the end user license agreement provided with the
  11. software or, alternatively, in accordance with the terms contained
  12. in a written agreement between you and Audiokinetic Inc.
  13. Copyright (c) 2023 Audiokinetic Inc.
  14. *******************************************************************************/
  15. /*=============================================================================
  16. ActorFactoryAkAmbientSound.h:
  17. =============================================================================*/
  18. #pragma once
  19. #include "ActorFactories/ActorFactory.h"
  20. #include "ActorFactoryAkAmbientSound.generated.h"
  21. /*------------------------------------------------------------------------------------
  22. UActorFactoryAkAmbientSound
  23. ------------------------------------------------------------------------------------*/
  24. UCLASS(config=Editor, collapsecategories, hidecategories=Object, MinimalAPI)
  25. class UActorFactoryAkAmbientSound : public UActorFactory
  26. {
  27. GENERATED_BODY()
  28. public:
  29. UActorFactoryAkAmbientSound(const class FObjectInitializer& ObjectInitializer);
  30. // Begin UActorFactory Interface
  31. virtual void PostSpawnActor( UObject* Asset, AActor* NewActor ) override;
  32. virtual void PostCreateBlueprint( UObject* Asset, AActor* CDO ) override;
  33. virtual bool CanCreateActorFrom( const FAssetData& AssetData, FText& OutErrorMsg ) override;
  34. virtual UObject* GetAssetFromActorInstance(AActor* ActorInstance) override;
  35. // End UActorFactory Interface
  36. };