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| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Sound/SoundNodeRandom.h |
Include |
#include "Sound/SoundNodeRandom.h" |
class USoundNodeRandom : public USoundNode
Selects sounds from a random set
Name | Description | ||
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uint8: 1 |
bRandomizeWithoutReplacement |
Determines whether or not this SoundNodeRandom should randomize with or without replacement. |
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uint8: 1 |
bShouldExcludeFromBranchCulling |
If set to true, this random node will not be culled on load for platforms with a maximum amount of preloaded random branches set in project settings |
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uint8: 1 |
bSoundCueExcludedFromBranchCulling |
Exclusion for branch culling set by the sound cue. |
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HasBeenUsed |
Internal state of which sounds have been played. |
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NumRandomUsed |
Counter var so we don't have to count all of the used sounds each time we choose a sound |
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PIEHiddenNodes |
Editor only list of nodes hidden to duplicate behavior of PreselectAtLevelLoad |
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PreselectAtLevelLoad |
If greater than 0, then upon each level load such a number of inputs will be randomly selected and the rest will be removed. |
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TArray< float > |
Weights |
Name | Description | |
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USoundNodeRandom ( |
Name | Description | ||
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ChooseNodeIndex ( |
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FixHasBeenUsedArray() |
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FixWeightsArray() |
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ParseNodes ( |
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UpdatePIEHiddenNodes() |
Name | Description | ||
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CreateStartingConnectors() |
Editor interface. |
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GetMaxChildNodes() |
Returns the maximum number of child nodes this node can possibly have |
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GetNumSounds ( |
Returns the number of simultaneous sounds this node instance plays back. |
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InsertChildNode ( |
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OnBeginPIE ( |
Called as PIE begins |
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RemoveChildNode ( |
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SetChildNodes ( |
Ensure Random weights and usage array matches new amount of children |
Name | Description | ||
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |