/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. * * The base class of all ambient sound types */ class ActorFactoryAmbientSound extends ActorFactory config( Editor ) collapsecategories hidecategories( Object ) native; cpptext { virtual AActor* CreateActor( const FVector* const Location, const FRotator* const Rotation, const class USeqAct_ActorFactory* const ActorFactoryData ); virtual void AutoFillFields( class USelection* Selection ); /** * If the ActorFactory thinks it could create an Actor with the current settings. * Can Used to determine if we should add to context menu or if the factory can be used for drag and drop. * * @param OutErrorMsg Receives localized error string name if returning FALSE. * @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 * @return True if the actor can be created with this factory */ virtual UBOOL CanCreateActor( FString& OutErrorMsg, UBOOL bFromAssetOnly = FALSE ); virtual FString GetMenuName( void ); void SetSoundCue( class AAmbientSound* NewSound ); } var() SoundCue AmbientSoundCue; defaultproperties { MenuName="Add AmbientSound" NewActorClass=class'Engine.AmbientSound' bShowInEditorQuickMenu=true; }