unreal.ReimportSoundFactory

class unreal.ReimportSoundFactory(outer=None, name='None')

Bases: unreal.SoundFactory

Reimport Sound Factory

C++ Source:

  • Module: AudioEditor

  • File: ReimportSoundFactory.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_task (AssetImportTask): [Read-Write] Task for importing file via script interfaces

  • auto_create_cue (bool): [Read-Write] If enabled, a sound cue will automatically be created for the sound

  • automated_import_data (AutomatedAssetImportData): [Read-Write] Data for how to import files via the automated command line importing interface

  • context_class (type(Class)): [Read-Write] Class of the context object used to help create the object.

  • create_new (bool): [Read-Write] The default value to return from CanCreateNew()

  • cue_package_suffix (str): [Read-Write] If not empty, generated SoundCues will be placed in PackageCuePackageSuffix, but only if bAutoCreateCue is true

  • cue_volume (float): [Read-Write] The volume of the created sound cue

  • edit_after_new (bool): [Read-Write] true if the associated editor should be opened after creating a new object.

  • editor_import (bool): [Read-Write] true if the factory imports objects from files.

  • formats (Array(str)): [Read-Write] List of formats supported by the factory. Each entry is of the form “ext;Description” where ext is the file extension.

  • include_attenuation_node (bool): [Read-Write] If enabled, the created sound cue will include a attenuation node

  • include_looping_node (bool): [Read-Write] If enabled, the created sound cue will include a looping node

  • include_modulator_node (bool): [Read-Write] If enabled, the created sound cue will include a modulator node

  • supported_class (type(Class)): [Read-Write] The class manufactured by this factory.

  • text (bool): [Read-Write] true if the factory imports objects from text.