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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.
- *******************************************************************************/
- #pragma once
- #include "Factories/Factory.h"
- #include "AkAssetFactories.generated.h"
- UCLASS(hidecategories = Object)
- class AUDIOKINETICTOOLS_API UAkAssetFactory : public UFactory
- {
- GENERATED_BODY()
- public:
- FGuid AssetID;
- uint32 ShortID;
- FString WwiseObjectName;
- };
- UCLASS(hidecategories = Object)
- class AUDIOKINETICTOOLS_API UAkAcousticTextureFactory : public UAkAssetFactory
- {
- GENERATED_BODY()
- public:
- UAkAcousticTextureFactory(const class FObjectInitializer& ObjectInitializer);
- virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
- virtual bool CanCreateNew() const override;
- };
- UCLASS(hidecategories = Object)
- class AUDIOKINETICTOOLS_API UAkAudioEventFactory : public UAkAssetFactory
- {
- GENERATED_BODY()
- public:
- UAkAudioEventFactory(const class FObjectInitializer& ObjectInitializer);
- virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
- virtual bool CanCreateNew() const override;
- };
- UCLASS(hidecategories = Object)
- class AUDIOKINETICTOOLS_API UAkAuxBusFactory : public UAkAssetFactory
- {
- GENERATED_BODY()
- public:
- UAkAuxBusFactory(const class FObjectInitializer& ObjectInitializer);
- virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
- virtual bool CanCreateNew() const override;
- };
- UCLASS(hidecategories = Object)
- class AUDIOKINETICTOOLS_API UAkRtpcFactory : public UAkAssetFactory
- {
- GENERATED_BODY()
- public:
- UAkRtpcFactory(const class FObjectInitializer& ObjectInitializer);
- virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
- virtual bool CanCreateNew() const override;
- };
- UCLASS(hidecategories = Object)
- class AUDIOKINETICTOOLS_API UAkTriggerFactory : public UAkAssetFactory
- {
- GENERATED_BODY()
- public:
- UAkTriggerFactory(const class FObjectInitializer& ObjectInitializer);
- virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
- virtual bool CanCreateNew() const override;
- };
- // mlarouche - For now Switch and State factory are only used in drag & drop
- UCLASS(hidecategories = Object)
- class AUDIOKINETICTOOLS_API UAkStateValueFactory : public UAkAssetFactory
- {
- GENERATED_BODY()
- public:
- UAkStateValueFactory(const class FObjectInitializer& ObjectInitializer);
- virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
- };
- UCLASS(hidecategories = Object)
- class AUDIOKINETICTOOLS_API UAkSwitchValueFactory : public UAkAssetFactory
- {
- GENERATED_BODY()
- public:
- UAkSwitchValueFactory(const class FObjectInitializer& ObjectInitializer);
- virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
- };
- UCLASS(hidecategories = Object)
- class AUDIOKINETICTOOLS_API UAkEffectShareSetFactory : public UAkAssetFactory
- {
- GENERATED_BODY()
- public:
- UAkEffectShareSetFactory(const class FObjectInitializer& ObjectInitializer);
- virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
- };
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