AAudioGameplayVolume

AudioGameplayVolume

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Inheritance Hierarchy

References

Module

AudioGameplayVolume

Header

/Engine/Plugins/AudioGameplayVolume/Source/AudioGameplayVolume/Public/AudioGameplayVolume.h

Include

#include "AudioGameplayVolume.h"

Syntax

UCLASS(Blueprintable, HideCategories=(Advanced, Attachment, Collision, Volume))
class AAudioGameplayVolume : public AVolume

Remarks

AudioGameplayVolume

Constructors

Name Description

Public function

AAudioGameplayVolume

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function Const

void

 

AddProxy()

Public function Const

bool

 

CanSupportProxy()

Public function Const

bool

 

GetEnabled()

Protected function Const

UAudioGamepl...

 

GetSubsystem()

Public function

void

 

OnComponentDataChanged()

Called by a child component to notify our proxy may need updating

Public function UFunction Category, BlueprintImplementableEvent

void

 

OnListenerEnter()

Blueprint event for listener enter

Public function UFunction Category, BlueprintImplementableEvent

void

 

OnListenerExit()

Blueprint event for listener exit

Protected function Virtual UFunction

void

 

OnRep_bEnabled()

Protected function Const

void

 

RemoveProxy()

Public function UFunction BlueprintCallable, Category

void

 

SetEnabled

(
    bool bEnable
)

Protected function

void

 

TransformUpdated

(
    USceneComponent* InRootCompone...,
    EUpdateTransformFlags UpdateTransfo...,
    ETeleportType Teleport
)

Protected function Const

void

 

UpdateProxy()

Overridden from AVolume

Overridden from AActor

Name Description

Public function Virtual

void

 

PostRegisterAllComponents()

Called after all the components in the Components array are registered, called both in editor and during gameplay

Public function Virtual

void

 

PostUnregisterAllComponents()

Called after all currently registered components are cleared

Overridden from UObject

Name Description

Public function Virtual Const

void

 

GetLifetimeReplicatedProps

(
    TArray< FLifetimeProperty >& OutLi...
)

Returns the properties used for network replication, this needs to be overridden by all actor classes with native replicated properties

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally