A blueprint class with 1 graphs.
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#include "/Game/Blueprints/Experience/DemoInteractiveSoundManager"
A blueprint class with 1 graphs.
UDF Path: /Game /Blueprints /Experience /DemoInteractiveSoundManager
Config: Config/DefaultEngine.ini
This blueprint is Data Only
Definition at line 12 of file UDemoInteractiveSoundManager_C.h.
◆ THandler
◆ THandlerKey
◆ THandlers
◆ DECLARE_EVENT_HANDLER() [1/5]
◆ DECLARE_EVENT_HANDLER() [2/5]
◆ DECLARE_EVENT_HANDLER() [3/5]
◆ DECLARE_EVENT_HANDLER() [4/5]
◆ DECLARE_EVENT_HANDLER() [5/5]
◆ EventGraph()
void UDemoInteractiveSoundManager_C::EventGraph |
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privateBlueprint |
◆ GENERATED_BODY()
USoundManager::GENERATED_BODY |
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privateinherited |
◆ GetPrivateOwner()
◆ GetSoundBasedOnStep()
USoundCue * USoundManager::GetSoundBasedOnStep |
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FText | stepName, |
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UDataTable * | DataTable ) |
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inheritedBlueprintCallable |
Retrieves a sound cue based on the step name.
- Parameters
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stepName | The name of the step. |
DataTable | The data table containing the sound cues. |
- Returns
- The sound cue associated with the step name.
UFUNCTION(BlueprintCallable)
Definition at line 23 of file SoundManager.cpp.
◆ HandleEvent()
void UBaseManager::HandleEvent |
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UBaseEvent * | Event | ) |
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inherited |
◆ HandleEvent_Impl()
void UBaseManager::HandleEvent_Impl |
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class UBaseEvent * | Event | ) |
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protectedinherited |
◆ OnAudioEndPlaying()
void USoundManager::OnAudioEndPlaying |
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inherited |
Called when audio playback ends.
UFUNCTION()
Definition at line 62 of file SoundManager.cpp.
◆ OnStepChange()
void USoundManager::OnStepChange |
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FText | stepName | ) |
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inheritedBlueprintCallable |
Play sound based on the new step.
- Parameters
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stepName | The name of the new step. |
UFUNCTION(BlueprintCallable)
Definition at line 57 of file SoundManager.cpp.
◆ PlaySound()
void USoundManager::PlaySound |
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USoundCue * | soundToPlay | ) |
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inheritedBlueprintCallable |
◆ SendEvent()
template<typename TEventType , typename... TInitializeArgs>
void UBaseManager::SendEvent |
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TInitializeArgs... | Arguments | ) |
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inlineinherited |
◆ SetPrivateOwner()
◆ ActiveSound
USoundCue* USoundManager::ActiveSound |
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protectedinherited |
◆ AudioComponent
UAudioComponent* USoundManager::AudioComponent |
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inheritedBlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "Components")
Audio component used for playing sounds.
Definition at line 145 of file SoundManager.h.
◆ CurrentStep
FText USoundManager::CurrentStep |
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protectedinherited |
◆ CurrentStepHintVODataTable
UDataTable* USoundManager::CurrentStepHintVODataTable |
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inheritedBlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "Components")
Data table for the current story with step hint voice-over (VO) data.
Definition at line 174 of file SoundManager.h.
◆ CurrentStepVODataTable
UDataTable* USoundManager::CurrentStepVODataTable |
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inheritedBlueprintReadWrite |
UPROPERTY(BlueprintReadWrite, Category = "Components")
Data table for the current story with step voice-over (VO) data.
Definition at line 169 of file SoundManager.h.
◆ Handlers
◆ OnVoEndPlaying
FOnVOEndPlaying USoundManager::OnVoEndPlaying |
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inheritedBlueprintAssignable |
UPROPERTY(BlueprintAssignable)
Delegate called when voice-over (VO) playback ends.
Definition at line 179 of file SoundManager.h.
◆ PrivateOwner
◆ SoundManagerParametersData
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inheritedBlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "SoundManager")
Data object containing parameters for the Sound Manager. Setup this data asset if you want to have different params depending on story.
Definition at line 163 of file SoundManager.h.
◆ StepHintVODataTablesArray
TArray<UDataTable*> USoundManager::StepHintVODataTablesArray |
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inheritedBlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
Array of step hint voice-over (VO) data tables for each story.
Definition at line 157 of file SoundManager.h.
◆ StepVODataTablesArray
TArray<UDataTable*> USoundManager::StepVODataTablesArray |
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inheritedBlueprintReadWriteEditAnywhere |
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
Array of step voice-over (VO) data tables for each story.
Definition at line 151 of file SoundManager.h.
The documentation for this class was generated from the following file: