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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 "AkGroupValue.h"
- #include "AkSwitchValue.generated.h"
- UCLASS(BlueprintType)
- class AKAUDIO_API UAkSwitchValue : public UAkGroupValue
- {
- GENERATED_BODY()
- virtual void Serialize(FArchive& Ar) override;
- protected:
- virtual void LoadGroupValue() override;
- #if WITH_EDITORONLY_DATA
- public:
- virtual void FillInfo() override;
- virtual void FillInfo(const FWwiseAnyRef& CurrentWwiseRef) override;
- virtual bool ObjectIsInSoundBanks() override;
- virtual FName GetWwiseGroupName() override;
- #endif
- };
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