unreal.SoundCueFactoryNew
¶
- class unreal.SoundCueFactoryNew(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Factory
Sound Cue Factory New
C++ Source:
Module: AudioEditor
File: SoundCueFactoryNew.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_task
(AssetImportTask): [Read-Write] Task for importing file via script interfacesautomated_import_data
(AutomatedAssetImportData): [Read-Write] Data for how to import files via the automated command line importing interfacecontext_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()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.initial_dialogue_wave
(DialogueWave): [Read-Write] An initial dialogue wave to place in the newly created cue deprecated: Use Array InitialDialogueWaves instead.initial_dialogue_waves
(Array[DialogueWave]): [Read-Write] Initial dialogue wave(s) to place in the newly created cue(s)initial_sound_wave
(SoundWave): [Read-Write] Initial sound wave to place in the newly created cue deprecated: Use Array InitialSoundWaves instead.initial_sound_waves
(Array[SoundWave]): [Read-Write] Initial sound wave(s) to place in the newly created cue(s)supported_class
(type(Class)): [Read-Write] The class manufactured by this factory.text
(bool): [Read-Write] true if the factory imports objects from text.
- property initial_dialogue_wave: DialogueWave¶
[Read-Write] An initial dialogue wave to place in the newly created cue deprecated: Use Array InitialDialogueWaves instead.
- Type: