40 lines
1.4 KiB
Ucode
40 lines
1.4 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*
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* The base class of all ambient sound types
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*/
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class ActorFactoryAmbientSound extends ActorFactory
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config( Editor )
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collapsecategories
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hidecategories( Object )
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native;
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cpptext
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{
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virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData );
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virtual void AutoFillFields( class USelection* Selection );
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/**
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* If the ActorFactory thinks it could create an Actor with the current settings.
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* Can Used to determine if we should add to context menu or if the factory can be used for drag and drop.
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*
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* @param OutErrorMsg Receives localized error string name if returning FALSE.
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* @param bFromAssetOnly If true, the actor factory will check that a valid asset has been assigned from selection. If the factory always requires an asset to be selected, this param does not matter
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* @return True if the actor can be created with this factory
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*/
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virtual UBOOL CanCreateActor( FString& OutErrorMsg, UBOOL bFromAssetOnly = FALSE );
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virtual FString GetMenuName( void );
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void SetSoundCue( class AAmbientSound* NewSound );
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}
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var() SoundCue AmbientSoundCue;
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defaultproperties
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{
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MenuName="Add AmbientSound"
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NewActorClass=class'Engine.AmbientSound'
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bShowInEditorQuickMenu=true;
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}
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