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KF2-Dev-Scripts/Engine/Classes/ActorFactoryAmbientSound.uc
2020-12-13 18:01:13 +03:00

40 lines
1.4 KiB
Ucode

/**
* 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;
}