description: Gets a display text value for a virtual column. Returns true and sets out parameter if found

code: bool GetDisplayTextForCustomColumn ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FName](API\Runtime\Core\UObject\FName) ColumnName, [FText](API\Runtime\Core\Internationalization\FText) & OutValue, const [FAssetManagerEditorRegistrySource](API\Plugins\AssetManagerEditor\FAssetManagerEditorRegistrySourc-) * OverrideRegistrySource )


description: Gets the value of a "virtual" column for an asset data, this will query the AssetManager for you and takes current platform into account. Returns true and sets out parameter if found

module: AssetManagerEditor

code: bool GetIntegerValueForCustomColumn ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FName](API\Runtime\Core\UObject\FName) ColumnName, int64 & OutValue, const [FAssetManagerEditorRegistrySource](API\Plugins\AssetManagerEditor\FAssetManagerEditorRegistrySourc-) * OverrideRegistrySource )


description: Returns the set of asset packages managed the given asset data, returns true if any found. This handles the fake chunk/primary asset types above

code: bool GetManagedPackageListForAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & ManagedPackageSet )


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


code: bool GetStringValueForCustomColumn ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FName](API\Runtime\Core\UObject\FName) ColumnName, [FString](API\Runtime\Core\Containers\FString) & OutValue, const [FAssetManagerEditorRegistrySource](API\Plugins\AssetManagerEditor\FAssetManagerEditorRegistrySourc-) * OverrideRegistrySource )


description: Returns true if this package exists in the current registry source, optionally setting a redirected package name

code: bool IsPackageInCurrentRegistrySource ( [FName](API\Runtime\Core\UObject\FName) PackageName )


description: Creates a simple version of a Primary Asset Type selector, not bound to a PropertyHandle

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakePrimaryAssetTypeSelector ( [FOnGetPrimaryAssetDisplayText](API\Plugins\AssetManagerEditor\FOnGetPrimaryAssetDisplayText) OnGetDisplayText, [FOnSetPrimaryAssetType](API\Plugins\AssetManagerEditor\FOnSetPrimaryAssetType) OnSetType, bool bAllowClear, bool bAllowAll )


description: Creates a simple version of a Primary Asset Id selector, not bound to a PropertyHandle

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakePrimaryAssetIdSelector ( [FOnGetPrimaryAssetDisplayText](API\Plugins\AssetManagerEditor\FOnGetPrimaryAssetDisplayText) OnGetDisplayText, [FOnSetPrimaryAssetId](API\Plugins\AssetManagerEditor\FOnSetPrimaryAssetId) OnSetId, bool bAllowClear, [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) > AllowedTypes, [TArray](API\Runtime\Core\Containers\TArray)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > AllowedClasses, [TArray](API\Runtime\Core\Containers\TArray)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > DisallowedClasses )


className: ManagedDiskSizeName

code: static const [FName](API\Runtime\Core\UObject\FName) ManagedDiskSizeName = FName("ManagedDiskSize");


className: ManagedResourceSizeName

code: static const [FName](API\Runtime\Core\UObject\FName) ManagedResourceSizeName = FName("ManagedResourceSize");


description: Called for asset picker to see rather to show asset

code: static bool OnShouldFilterPrimaryAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) > AllowedTypes )


description: Opens asset management UI, with selected assets. Pass as value so it can be used in delegates

code: void OpenAssetAuditUI ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > SelectedAssets )


code: void OpenAssetAuditUI ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > SelectedIdentifiers )


code: void OpenAssetAuditUI ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > SelectedPackages )


description: Spawns reference viewer, showing selected packages or identifiers

code: void OpenReferenceViewerUI ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > SelectedIdentifiers, const [FReferenceViewerParams](API\Runtime\CoreUObject\AssetRegistry\FReferenceViewerParams) ReferenceViewerParams )


code: void OpenReferenceViewerUI ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > SelectedPackages, const [FReferenceViewerParams](API\Runtime\CoreUObject\AssetRegistry\FReferenceViewerParams) ReferenceViewerParams )


description: Open the Shader cook stats

code: void OpenShaderCookStatistics ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > SelectedIdentifiers )


description: Spawns size map with selected packages

code: void OpenSizeMapUI ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > SelectedIdentifiers )


code: void OpenSizeMapUI ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > SelectedPackages )


className: PluginName

code: static const [FName](API\Runtime\Core\UObject\FName) PluginName = FName("GameFeaturePlugins");


description: Sets up a registry source. If InOutRegistrySource->SourceName is CustomSourceName, a dialog will be presented to select the asset registry to load

code: bool PopulateRegistrySource ( [FAssetManagerEditorRegistrySource](API\Plugins\AssetManagerEditor\FAssetManagerEditorRegistrySourc-) * InOutRegistrySource )


className: PrimaryAssetFakeAssetDataPackagePath

description: Fake package path used by placeholder asset data, has primary asset ID added to it to set package name

code: static const [FName](API\Runtime\Core\UObject\FName) PrimaryAssetFakeAssetDataPackagePath = FName("/Temp/PrimaryAsset");


description: Refreshes the management dictionary and all sources

code: void RefreshRegistryData()


description: Sets the current registry source, this loads the asset registry state if needed and may spawn a file load dialog for custom

code: void SetCurrentRegistrySource ( const [FString](API\Runtime\Core\Containers\FString) & SourceName )


className: ResourceSizeName

description: Custom column names

code: static const [FName](API\Runtime\Core\UObject\FName) ResourceSizeName = FName("ResourceSize");


className: StageChunkSizeName

code: static const [FName](API\Runtime\Core\UObject\FName) StageChunkSizeName = FName("Stage_ChunkSize");


className: StageChunkCompressedSizeName

code: static const [FName](API\Runtime\Core\UObject\FName) StageChunkCompressedSizeName = FName("Stage_ChunkCompressedSize");


className: TotalUsageName

code: static const [FName](API\Runtime\Core\UObject\FName) TotalUsageName = FName("TotalUsage");


description: Creates a collection from a list of packages, will overwrite/modify an existing collection of the same name. Will display feedback to the user if bShowFeedback is true

code: bool WriteCollection ( [FName](API\Runtime\Core\UObject\FName) CollectionName, [ECollectionShareType::Type](API\Developer\CollectionManager\ECollectionShareType\Type) ShareType, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackageNames, bool bShowFeedback )


className: IAssetManagerEditorModule

description: The Asset Manager Editor module handles creating UI for asset management and exposes several commands

code: class IAssetManagerEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: FilterState ( [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) InFilterPath, bool InState )


className: FilterState

description: Project based Reference Viewer Saved Settings

bIsEnabled

type: bool

FilterPath

type: FTopLevelAssetP...


code: bool IsADuplicate() const


code: bool IsFirstParent ( const [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) & InParentId ) const


description: The Provision Size, or vertical spacing required for layout, for a given parent. At the time of writing, the intent is only the first node manifestation of an asset will have its children shown

code: int32 ProvisionSize ( const [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) & InParentId ) const


code: FReferenceNodeInfo ( const [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) & InAssetId, bool InbReferencers )


className: FReferenceNodeInfo

description: Holds asset information for building reference graph

code: struct FReferenceNodeInfo

AssetData

type: FAssetData

AssetId

type: FAssetIdentifie...

bExpandAllChildren

description: Denote when all children have been manually expanded and the breadth limit should be ignored.

bReferencers

description: Which direction. Referencers are left (other assets that depend on me), Dependencies are right (other assets I depend on)

ChildProvisionSize

description: How many nodes worth of children require vertical spacing

Children

type: TArray< TPair< ...

description: Immediate children (references or dependencies)

Parents

type: TArray<FAssetI...

description: This node's parent references (how it got included)

PassedFilters

description: Whether or not this nodeinfo passed the current filters.


description:
Allocate default pins for a given node, based only the NodeType, which should already be filled in.
true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).

code: virtual void AllocateDefaultPins()


code: bool AllowsThumbnail() const


description: Returns all identifiers on this node including virtual things

code: void GetAllIdentifiers ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > & OutIdentifiers ) const


description: Returns only the packages in this node, skips searchable names

code: void GetAllPackageNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutPackageNames ) const


description: Icon to use in menu or on node

code: virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const


description: Returns first asset identifier


code: bool GetIsFiltered() const


description: Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const


description: UEdGraphNodeimplementation.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const


description: Gets the draw color of a node's title bar

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const


description: Returns our owning graph


description: Gets the tooltip to display when over the node

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const


code: bool IsCollapsed() const


code: bool IsOverflow() const


code: bool IsPackage() const


code: void SetAllowThumbnail ( bool bInAllow )


description: Nodes that are filtered out still may still show because they are between nodes that pass the filter and the root. This "filtered" bool allows us to render these in-between nodes differently

code: void SetIsFiltered ( bool bInFiltered )


description: Should we show the Palette Icon for this node on the node title

code: virtual bool ShowPaletteIconOnNode() const


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEdGraphNode_Reference : public [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode)


code: bool UsesThumbnail() const


code: UEdGraphNode_Reference ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: UObjectimplementation.

code: virtual void BeginDestroy()


code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< bool(const [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) &)> FIsAssetIdentifierPassingSearchFilterCallback


description: Returns true if the current graph has overflow nodes

code: bool BreadthLimitExceeded() const


description: Accessor for the thumbnail pool in this graph

code: const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [FAssetThumbnailPool](API\Editor\UnrealEd\FAssetThumbnailPool) > & GetAssetThumbnailPool() const


description: Returns a set of unique asset types as UClass*

code: const [TSet](API\Runtime\Core\Containers\TSet)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & GetAssetTypes() const


description: Returns list of currently focused assets

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > & GetCurrentGraphRootIdentifiers() const


description: If you're extending the reference viewer via GetAllGraphEditorContextMenuExtender you can use this to get the list of selected assets to use in your menu extender

code: bool GetSelectedAssetsForMenuExtender ( const class [UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * Node, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > & SelectedAssets ) const


description: Delegate type to notify when the assets or NodeInfos have changed as opposed to when the filters changed


description: Refilters the nodes, more efficient that a full rebuild. This function is preferred when the assets, reference types or depth hasn't changed, meaning the NodeInfos didn't change, just the presentation or filtering


description: Force the graph to rebuild


description: Not to be confused with the above Content Browser Collection name, this is a TFiltercollection, a list of active filters

code: void SetCurrentFilterCollection ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [TFilterCollection](API\Runtime\Core\Misc\TFilterCollection)< [FReferenceNodeInfo](API\Plugins\AssetManagerEditor\ReferenceViewer\FReferenceNodeInfo) & > > NewFilterCollection )


description: Set reference viewer to focus on these assets

code: void SetGraphRoot ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) > & GraphRootIdentifiers, const FIntPoint & GraphRootOrigin )


code: void SetIsAssetIdentifierPassingSearchFilterCallback ( const [TOptional](API\Runtime\Core\IO\TOptional)< [FIsAssetIdentifierPassingSearchFilterCallback](API\Plugins\AssetManagerEditor\ReferenceViewer\UEdGraph_ReferenceViewer\FIsAssetIdentifi-) > & InIsAssetIdentifierPassingSearchFilterCallback )


code: UEdGraph_ReferenceViewer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UEdGraph_ReferenceViewer : public [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph)


description: Breaks all links from/to a single pin

code: virtual void BreakPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & TargetPin, bool bSendsNodeNotifcation ) const


description: Breaks the link between two nodes.

code: virtual void BreakSinglePinLink ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SourcePin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * TargetPin ) const


description: Copies pin links from one pin to another without breaking the original links

code: virtual [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) CopyPinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & CopyFromPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & CopyToPin, bool bIsIntermediateCopy ) const


code: void SetCurrentCollectionFilter ( [FName](API\Runtime\Core\UObject\FName) NewFilter )


description: Returns newFConnectionDrawingPolicyfrom this schema

code: virtual [FConnectionDrawingPolicy](API\Editor\GraphEditor\FConnectionDrawingPolicy) * CreateConnectionDrawingPolicy ( int32 InBackLayerID, int32 InFrontLayerID, float InZoomFactor, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & InClippingRect, class [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & InDrawElements, class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InGraphObj ) const


description: Called when asset(s) are dropped onto a graph background.

code: virtual void DroppedAssetsOnGraph ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const FVector2D & GraphPosition, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph ) const


description: Allows schema to generate a tooltip (icon & message) when the specified asset(s) are dragged over the specified graph

code: virtual void GetAssetsGraphHoverMessage ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & Assets, const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * HoverGraph, [FString](API\Runtime\Core\Containers\FString) & OutTooltipText, bool & OutOkIcon ) const


description: Gets actions that should be added to the right-click context menu for a node or pin

code: virtual void GetContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const


description: Returns parent context menu name

code: virtual [FName](API\Runtime\Core\UObject\FName) GetParentContextMenuName() const


description:
Gets the draw color of a pin based on it's type.
The color representing the passed in type.

code: virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetPinTypeColor ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & PinType ) const


description: Break links on this pin and create links instead on MoveToPin

code: virtual [FPinConnectionResponse](API\Runtime\Engine\EdGraph\FPinConnectionResponse) MovePinLinks ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & MoveFromPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & MoveToPin, bool bIsIntermediateMove, bool bNotifyLinkedNodes ) const


code: UReferenceViewerSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UReferenceViewerSchema

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI) class UReferenceViewerSchema : public [UEdGraphSchema](API\Runtime\Engine\EdGraph\UEdGraphSchema)


code: bool AutoUpdateFilters() const


code: bool GetEnableCollectionFilter() const


code: bool GetFiltersEnabled() const


code: bool GetFindPathEnabled() const


code: int32 GetSearchBreadthLimit() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FilterState](API\Plugins\AssetManagerEditor\ReferenceViewer\FilterState) > & GetUserFilters() const


code: bool IsCompactMode() const


code: bool IsSearchBreadthLimited() const


code: bool IsSearchDepthLimited() const


code: bool IsShowCodePackages() const


code: bool IsShowDependencies() const


code: bool IsShowDuplicates() const


code: bool IsShowEditorOnlyReferences() const


code: bool IsShowFilteredPackagesOnly() const


code: bool IsShowHardReferences() const


code: bool IsShowManagementReferences() const


code: bool IsShowPath() const


code: bool IsShowReferencers() const


code: bool IsShowSearchableNames() const


code: bool IsShowSoftReferences() const


code: void SetAutoUpdateFilters ( bool bNewEnabled )


code: void SetCompactModeEnabled ( bool bNewEnabled )


code: void SetEnableCollectionFilter ( bool bEnabled )


code: void SetFiltersEnabled ( bool bNewEnabled )


code: void SetFindPathEnabled ( bool bNewEnabled )


code: void SetSearchBreadthLimitEnabled ( bool bNewEnabled )


code: void SetSearchBreadthLimit ( int32 NewBreadthLimit )


code: void SetSearchDepthLimitEnabled ( bool bNewEnabled )


code: void SetSearchDependencyDepthLimit ( int32 NewDepthLimit, bool bSaveConfig )


code: void SetSearchReferencerDepthLimit ( int32 NewDepthLimit, bool bSaveConfig )


code: void SetShowDependencies ( const bool bShouldShowDependencies )


code: void SetShowCodePackages ( bool bNewEnabled )


code: void SetShowEditorOnlyReferencesEnabled ( bool bNewEnabled )


code: void SetShowDuplicatesEnabled ( bool bNewEnabled )


code: void SetShowFilteredPackagesOnlyEnabled ( bool bNewEnabled )


code: void SetShowHardReferencesEnabled ( bool bNewEnabled )


code: void SetShowManagementReferencesEnabled ( bool bNewEnabled )


code: void SetShowPathEnabled ( bool bNewEnabled )


code: void SetShowSoftReferencesEnabled ( bool bNewEnabled )


code: void SetShowSearchableNames ( bool bNewEnabled )


code: void SetShowReferencers ( const bool bShouldShowReferencers )


code: void SetUserFilters ( [TArray](API\Runtime\Core\Containers\TArray)< [FilterState](API\Plugins\AssetManagerEditor\ReferenceViewer\FilterState) > & InFilters )


className: UReferenceViewerSettings


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

module: AssetPlacementEdMode

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FAssetPlacementEdMode

code: class FAssetPlacementEdMode : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)

PaletteAssetActions

type: TSharedPtr<IAs...


code: static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > > > GetCommands()


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

code: virtual void RegisterCommands()


code: FAssetPlacementEdModeCommands()


className: FAssetPlacementEdModeCommands

code: class FAssetPlacementEdModeCommands : public [TCommands< FAssetPlacementEdModeCommands >](API\Runtime\Slate\Framework\Commands\TCommands)

Commands

type: TMap<FName,TA...

Erase

type: TSharedPtr<FUI...


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > CreateAssetPalette ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & Args )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SDockTab](API\Runtime\Slate\Widgets\Docking\SDockTab) > CreatePaletteItemDetailsView ( const [FSpawnTabArgs](API\Runtime\Slate\Framework\Docking\FSpawnTabArgs) & Args )


description: Returns the localized name of this toolkit type (typically just "editor")

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetBaseToolkitName() const


description: Returns the number of Mode specific tabs in the mode toolbar

code: virtual void GetToolPaletteNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PaletteNames ) const


description: Returns the invariant name of this toolkit type

code: virtual [FName](API\Runtime\Core\UObject\FName) GetToolkitFName() const


code: virtual void InvokeUI()


code: virtual void RequestModeUITabs()


code: FAssetPlacementEdModeToolkit()


className: FAssetPlacementEdModeToolkit

description: ThisFModeToolkitjust creates a basic UI panel that allows various InteractiveTools to be initialized, and a DetailsView used to show properties of the active Tool.

code: class FAssetPlacementEdModeToolkit : public [FModeToolkit](API\Editor\UnrealEd\Toolkits\FModeToolkit)


className: AssetPlacementEdModeID

code: static constexpr const TCHAR AssetPlacementEdModeID = TEXT("EM_AssetPlacementEdMode");


code: virtual void BindCommands()


code: void ClearSelection()


code: virtual void CreateToolkit()


code: virtual void Enter()


code: virtual [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FUICommandInfo](API\Runtime\Slate\Framework\Commands\FUICommandInfo) > > > GetModeCommands() const


code: bool HasActiveSelection() const


code: bool HasAnyAssetsInPalette() const


code: static bool IsEnabled()


code: bool IsInSelectionTool() const


description: Check to see if an actor can be selected in this mode - no side effects

code: virtual bool IsSelectionAllowed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, bool bInSelection ) const


code: virtual void OnToolEnded ( [UInteractiveToolManager](API\Runtime\InteractiveToolsFramework\UInteractiveToolManager) * Manager, [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * Tool )


code: virtual void OnToolStarted ( [UInteractiveToolManager](API\Runtime\InteractiveToolsFramework\UInteractiveToolManager) * Manager, [UInteractiveTool](API\Runtime\InteractiveToolsFramework\UInteractiveTool) * Tool )


description: Lets the mode determine if it wants to draw the widget or not.

code: virtual bool ShouldDrawWidget() const


description: Lets each mode selectively enable widgets for editing properties tagged with 'Show 3D Widget' metadata.

code: virtual bool UsesPropertyWidgets() const


description: True if this mode uses a toolkit mode (eventually they all should)

code: virtual bool UsesToolkits() const


code: UAssetPlacementEdMode()


code: virtual ~UAssetPlacementEdMode()


className: UAssetPlacementEdMode

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAssetPlacementEdMode : public [UEdModeDefault](API\Editor\UnrealEd\Tools\UEdModeDefault)

SettingsObjectAsPlacementSettings

type: TWeakObjectPtr<...


className: EARPDomainAllowedToReferenceMode

module: AssetReferenceRestrictions

code: enum EARPDomainAllowedToReferenceMode { AdditionalDomains, AllDomains, }


className: EARPPluginMatchMode

code: enum EARPPluginMatchMode { MatchByCategory, MatchByPathPrefix, }


className: FARPDefaultPluginDomainRules

description: Can content in other domains access plugin content automatically (for plugins that don't match a specific rule)? Note: This rule may be deprecated in the future!

bCanProjectAccessThesePlugins

description: Can content in the ProjectContent domain access plugin content automatically (for plugins that don't match a specific rule)?

CanReferenceTheseDomains

type: TArray<FString...

description: The list of additional domains always visible from a plugin (EngineContent is always visible, as is content from other plugins that are explicitly referenced)


code: bool IsValid() const


className: FARPDefaultProjectDomainRules

description: The list of additional domains always visible from this domain.


className: FARPDomainDefinitionByContentRoot

description: The list of additional domains always visible from this domain (EngineContent is always visible)

ContentRoots

type: TArray<FDirect...

description: The list of content root paths considered to be part of this domain.

DomainDisplayName

type: FText

description: The display name of this domain (used in error message when attempting to reference content incorrectly)

DomainName

type: FString

description: The name of this domain.

ErrorMessageIfUsedElsewhere

description: The error message if something that is not allowed to attempts to reference content from this domain.

ReferenceMode

type: EARPDomainAllow...

description: What content is this domain allowed to access?

SpecificAssets

type: TArray<FName>

description: A list of specific assets considered to be part of this domain.


className: FARPDomainDefinitionForMatchingPlugins

DisplayName

description: The display name of this rule (used in error message when attempting to reference content incorrectly) The token {0} will be replaced with the plugin name

MatchRule

type: EARPPluginMatch...

description: Type of matching for this rule.

PluginCategoryPrefix

description: If set, a plugin with a matching Category will match this rule.

PluginPathPrefix

description: If set, a plugin with the same rooted directory path will match this rule (use "/FirstFolder/SecondFolder/" to match a plugin like $YourProjectDir/Plugins/FirstFolder/SecondFolder/MyCoolPlugin/MyCoolPlugin.uplugin)


className: FARPDomainSettingsForPlugins

AdditionalRules

type: TArray<FARPDom...

description: Discovered plugins will be matched against these templates Priority rules (a path match is preferred to a category match, and within each the longest match wins): Highest: The most specific path match Any path match The most specific category match Any category match

DefaultRule

type: FARPDefaultPlug...

description: The default rule if a more specific plugin rule doesn't apply.


className: FilterInstances

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FDomainAssetReferenceFilter](API\Plugins\AssetReferenceRestrictions\FDomainAssetReferenceFilter) * > FilterInstances;


description: Filter function to pass/fail an asset. Called in some situations that are performance-sensitive so is expected to be fast.

code: virtual bool PassesFilter ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, [FText](API\Runtime\Core\Internationalization\FText) * OutOptionalFailureReason ) const


description: Update any cached information for all filters.

code: static void UpdateAllFilters()


code: FDomainAssetReferenceFilter ( const [FAssetReferenceFilterContext](API\Editor\UnrealEd\Editor\FAssetReferenceFilterContext) & Context, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDomainDatabase](API\Plugins\AssetReferenceRestrictions\FDomainDatabase) > InDomainDB )


code: ~FDomainAssetReferenceFilter()


className: FDomainAssetReferenceFilter

code: class FDomainAssetReferenceFilter : public [IAssetReferenceFilter](API\Editor\UnrealEd\Editor\IAssetReferenceFilter)


className: FDomainData

code: struct FDomainData : public [TSharedFromThis< FDomainData >](API\Runtime\Core\Templates\TSharedFromThis)

bCanBeSeenByEverything

type: bool

description: Can we be seen by everything?

bCanSeeEverything

description: Can we see everything?

DomainRootPaths

description: The list of root paths, always of the format /Mount/ or /Mount/Path/To/ with both leading and trailing /.

DomainsVisibleFromHere

type: TSet<TSharedPt...

description: The domains that are visible from here (if bCanSeeEverything is true, then literally everything is visible from here)

SpecificAssetPackages

description: A list of specific packages that are part of this domain.


code: void DebugPrintAllDomains()


code: [TTuple](API\Runtime\Core\Misc\TTuple)< bool, [FText](API\Runtime\Core\Internationalization\FText) > CanDomainsSeeEachOther ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDomainData](API\Plugins\AssetReferenceRestrictions\FDomainData) > Referencee, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDomainData](API\Plugins\AssetReferenceRestrictions\FDomainData) > Referencer ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDomainData](API\Plugins\AssetReferenceRestrictions\FDomainData) > FindDomainFromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDomainData](API\Plugins\AssetReferenceRestrictions\FDomainData) > FindOrAddDomainByName ( const [FString](API\Runtime\Core\Containers\FString) & Name )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetDomainsDefinedByPlugins() const


code: void MarkDirty()


code: void OnPluginCreatedOrMounted ( [IPlugin](API\Runtime\Projects\Interfaces\IPlugin) & NewPlugin )


description: Delegate that's called whenever the database has been updated to allow people to respond to the change.

code: [TMulticastDelegate](API\Runtime\Core\Delegates\TMulticastDelegate)< void()> & PostDatabaseUpdated()


code: void UpdateIfNecessary()


code: void ValidateAllDomains()


code: FDomainDatabase()


code: ~FDomainDatabase()


className: FDomainDatabase

code: struct FDomainDatabase


className: EngineDomainName

description: The names of the project, special system mount, and game domains.

code: static const [FString](API\Runtime\Core\Containers\FString) EngineDomainName;


className: GameDomainName

code: static const [FString](API\Runtime\Core\Containers\FString) GameDomainName;


className: NeverCookDomainName

code: static const [FString](API\Runtime\Core\Containers\FString) NeverCookDomainName;


description: UObjectinterface

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


className: ScriptDomainName

code: static const [FString](API\Runtime\Core\Containers\FString) ScriptDomainName;


className: TempDomainName

code: static const [FString](API\Runtime\Core\Containers\FString) TempDomainName;


code: UAssetReferencingPolicySettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


className: UAssetReferencingPolicySettings

description: Settings for the Asset Referencing Policy, these settings are used to determine which plugins and game folders can reference content from each other

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, defaultconfig, Meta=(DisplayName="Asset Referencing Policy")) class UAssetReferencingPolicySettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

AdditionalDomains

description: List of additional domains to carve out from the project content folder.

bIgnoreEditorOnlyReferences

description: If true, ignore any editor-only domain references that will not affect the cooked game.

DefaultProjectContentRule

type: FARPDefaultProj...

description: The default rules for project content (if a more specific rule doesn't apply)

EnginePlugins

type: FARPDomainSetti...

description: Settings/rules for engine plugins.

ProjectPlugins

description: Settings/rules for project plugins.


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDomainDatabase](API\Plugins\AssetReferenceRestrictions\FDomainDatabase) > GetDomainDB() const


description: Note: This function is called on the CDO prior to instances being created!

code: virtual bool ShouldCreateSubsystem ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) const


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


className: UAssetReferencingPolicySubsystem

description: Subsystem to register the domain-based asset referencing policy restrictions with the editor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAssetReferencingPolicySubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)


description: Pure virtual to override; describe and instantiate the commands in here by using the UI COMMAND macro.

module: AssetSearch

code: virtual void RegisterCommands()


className: FAssetSearchCommands

code: class FAssetSearchCommands : public [TCommands< FAssetSearchCommands >](API\Runtime\Slate\Framework\Commands\TCommands)


code: bool IsQueryStillImportant() const


className: ResultsCallbackFunction

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([TArray](API\Runtime\Core\Containers\TArray)< [FSearchRecord](API\Plugins\AssetSearch\FSearchRecord) > &&)> ResultsCallbackFunction


className: FSearchQuery

code: class FSearchQuery : public [TSharedFromThis< FSearchQuery, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)

QueryText

type: constFString


code: FSearchQuery ( [FString](API\Runtime\Core\Containers\FString) InQueryText )


className: FSearchQueryPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSearchQuery](API\Plugins\AssetSearch\FSearchQuery), ESPMode::ThreadSafe > FSearchQueryPtr


className: FSearchRecord

code: struct FSearchRecord

AssetClass

type: FTopLevelAssetP...

Score

type: float


code: void BeginIndexer ( const [IAssetIndexer](API\Plugins\AssetSearch\IAssetIndexer) * InIndexer )


code: void BeginIndexingObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, const [FString](API\Runtime\Core\Containers\FString) & InFriendlyName )


className: FSearchQueryWeakPtr

code: typedef [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< [FSearchQuery](API\Plugins\AssetSearch\FSearchQuery), ESPMode::ThreadSafe > FSearchQueryWeakPtr


code: void BeginIndexingObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, const [FText](API\Runtime\Core\Internationalization\FText) & InFriendlyName )


code: void SetResultsCallback ( [ResultsCallbackFunction](API\Plugins\AssetSearch\FSearchQuery\ResultsCallbackFunction) InCallback )


code: bool IndexAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAsset, const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IAssetIndexer](API\Plugins\AssetSearch\IAssetIndexer) >> & Indexers )


code: void IndexNestedAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InNestedAsset )


code: void IndexProperty ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FName](API\Runtime\Core\UObject\FName) & InValue )


code: void IndexProperty ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FText](API\Runtime\Core\Internationalization\FText) & InValue )


code: void IndexProperty ( const [FString](API\Runtime\Core\Containers\FString) & InName, const [FString](API\Runtime\Core\Containers\FString) & InValue )


code: void IndexProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty, const [FString](API\Runtime\Core\Containers\FString) & InValue )


code: void IndexProperty ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InPropertyClass, const [FString](API\Runtime\Core\Containers\FString) & InName, const [FString](API\Runtime\Core\Containers\FString) & InValue )


code: void IndexProperty ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InPropertyClass, const [FString](API\Runtime\Core\Containers\FString) & InName, const [FText](API\Runtime\Core\Internationalization\FText) & InValue )


code: void IndexProperty &40; const FFieldClass & InPropertyFieldClass, const UClass &42; PropertyClass, const FString & InName, const FString & InValue &41;


code: FSearchSerializer ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset, [FArchive](API\Runtime\Core\Serialization\FArchive) & InAr )


code: FSearchSerializer ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAsset, [FString](API\Runtime\Core\Containers\FString) *const Stream )


className: FSearchSerializer

code: class FSearchSerializer : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)


className: FSearchStats

code: struct FSearchStats


description: If your package contains a nested asset, such as the Blueprint stored in Level/World packages, it would returnUBlueprint's class in the array. This is only important if you use IndexNestedAsset.

code: virtual void GetNestedAssetTypes ( [TArray](API\Runtime\Core\Containers\TArray)< [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & OutTypes ) const


code: void IndexAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InAssetObject, [FSearchSerializer](API\Plugins\AssetSearch\FSearchSerializer) & Serializer ) const


className: IAssetIndexer

code: class IAssetIndexer


code: void ForceIndexOnAssetsMissingIndex()


code: static [IAssetSearchModule](API\Plugins\AssetSearch\IAssetSearchModule) & Get()


code: void RegisterSearchProvider ( [FName](API\Runtime\Core\UObject\FName) SearchProviderName, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISearchProvider](API\Plugins\AssetSearch\ISearchProvider) > && InSearchProvider )


code: void RegisterAssetIndexer ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IAssetIndexer](API\Plugins\AssetSearch\IAssetIndexer) > && Indexer )


code: void Search ( [FSearchQueryPtr](API\Plugins\AssetSearch\FSearchQueryPtr) SearchQuery )


description: Virtual destructor.

code: virtual ~IAssetSearchModule()


className: IAssetSearchModule

code: class IAssetSearchModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: ISearchProvider

code: class ISearchProvider


code: static void IterateIndexableProperties ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, const void * InStructValue, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *, const [FString](API\Runtime\Core\Containers\FString) &)> Callback )


code: static void IterateIndexableProperties ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) *, const [FString](API\Runtime\Core\Containers\FString) &)> Callback )


className: FIndexerUtilities

code: class FIndexerUtilities


className: ECollectionScriptingShareType

module: AssetTags

code: enum ECollectionScriptingShareType { Local, Private, Shared, }


description:
Add the given assets to the given collection.
True if the collection was modified, false otherwise (see the output log for details on error).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool AddAssetDatasToCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & AssetDatas )


description:
Add the given asset to the given collection.
True if the collection was modified, false otherwise (see the output log for details on error).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool AddAssetDataToCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool AddAssetPtrsToCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & AssetPtrs )


description: Deprecated* Names containing full asset paths are deprecated. Use Soft Object Path instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool AddAssetsToCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & AssetPathNames )


description:
Check whether the given collection exists.
True if the collection exists, false otherwise.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool CollectionExists ( const [FName](API\Runtime\Core\UObject\FName) Name )


description:
Create a new collection with the given name and share type.
True if the collection was created, false otherwise (see the output log for details on error).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool CreateCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [ECollectionScriptingShareType](API\Plugins\AssetTags\ECollectionScriptingShareType) ShareType )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool AddAssetPtrToCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetPtr )


description:
Destroy the given collection.
True if the collection was destroyed, false otherwise (see the output log for details on error).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool DestroyCollection ( const [FName](API\Runtime\Core\UObject\FName) Name )


description:
Get the assets in the given collection.
Assets in the given collection.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > GetAssetsInCollection ( const [FName](API\Runtime\Core\UObject\FName) Name )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetCollectionsContainingAsset ( const [FName](API\Runtime\Core\UObject\FName) AssetPathName )


description:
Get the names of the collections that contain the given asset.
Names of the collections that contain the asset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetCollectionsContainingAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetCollectionsContainingAssetPtr ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetPtr )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags", DisplayName="Add Assets To Collection") bool K2_AddAssetsToCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & AssetPaths )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags", DisplayName="Add Asset To Collection") bool K2_AddAssetToCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AssetPath )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool AddAssetToCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [FName](API\Runtime\Core\UObject\FName) AssetPathName )


description:
Remove all assets from the given collection.
True if the collection was modified, false otherwise (see the output log for details on error).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool EmptyCollection ( const [FName](API\Runtime\Core\UObject\FName) Name )


description:
Get the names of all available collections.
Names of all available collections.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags", DisplayName="Get Collections Containing Asset") [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > K2_GetCollectionsContainingAsset ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AssetPath )


description:
Remove the given asset from the given collection.
True if the collection was modified, false otherwise (see the output log for details on error).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags", DisplayName="Remove Asset From Collection") bool K2_RemoveAssetFromCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AssetPath )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool RemoveAssetDataFromCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData )


description:
Remove the given assets from the given collection.
True if the collection was modified, false otherwise (see the output log for details on error).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags", DisplayName="Remove Assets From Collection") bool K2_RemoveAssetsFromCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & AssetPaths )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool RemoveAssetDatasFromCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & AssetDatas )


description: Deprecated* Names containing full asset paths are deprecated, use Soft Object Path instead.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool RemoveAssetFromCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [FName](API\Runtime\Core\UObject\FName) AssetPathName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool RemoveAssetPtrFromCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [UObject](API\Runtime\CoreUObject\UObject\UObject) * AssetPtr )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool RemoveAssetPtrsFromCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & AssetPtrs )


description:
Rename the given collection.
True if the collection was renamed, false otherwise (see the output log for details on error).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool RenameCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [FName](API\Runtime\Core\UObject\FName) NewName )


description:
Re-parent the given collection.
True if the collection was renamed, false otherwise (see the output log for details on error).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool ReparentCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [FName](API\Runtime\Core\UObject\FName) NewParentName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AssetTags") bool RemoveAssetsFromCollection ( const [FName](API\Runtime\Core\UObject\FName) Name, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & AssetPathNames )


className: UAssetTagsSubsystem

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UAssetTagsSubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)


className: FAudioCaptureDeviceInfo

description: Struct defining the time synth global quantization settings.

module: AudioCapture

DeviceName

type: FName

description: The name of the audio capture device.

NumInputChannels

description: The number of input channels.

SampleRate

description: The sample rate of the audio capture device.


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FAudioCaptureModule

code: class FAudioCaptureModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: FAudioInputDeviceInfo ( const [Audio::FCaptureDeviceInfo](API\Runtime\AudioCaptureCore\FCaptureDeviceInfo) & InDeviceInfo )


className: FOnAudioInputDevicesObtained

description: Called when a list of all available audio devices is retrieved

code: class FOnAudioInputDevicesObtained


className: FAudioInputDeviceInfo

description: Platform audio input device info, in a Blueprint-readable format

bSupportsHardwareAEC

type: uint8:  1

description: Whether or not the device supports Acoustic Echo Canceling

DeviceId

description: ID of the device.

DeviceName

description: The name of the audio device

InputChannels

description: The number of channels supported by the audio device

PreferredSampleRate

description: The preferred sample rate of the audio device


description: Returns the audio capture device info.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AudioCapture") bool GetAudioCaptureDeviceInfo ( [FAudioCaptureDeviceInfo](API\Plugins\AudioCapture\FAudioCaptureDeviceInfo) & OutInfo )


description: Returns true if capturing audio.


code: bool OpenDefaultAudioStream()


description: Starts capturing audio.


description: Stops capturing audio.


className: UAudioCapture

description: Class which opens up a handle to an audio capture device. Allows other objects to get audio buffers from the capture device.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Custom), Meta=(BlueprintSpawnableComponent)) class UAudioCapture : public [UAudioGenerator](API\Runtime\AudioMixer\Generators\UAudioGenerator)


description:
Returns the device info in a human readable format
The data in a string format

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Audio Input Device Info To String", CompactNodeTitle="To String", BlueprintAutocast), Category="Audio") static [FString](API\Runtime\Core\Containers\FString) Conv_AudioInputDeviceInfoToString ( const [FAudioInputDeviceInfo](API\Plugins\AudioCapture\FAudioInputDeviceInfo) & info )


description: Gets information about all audio output devices available in the system

code: static void GetAvailableAudioInputDevices ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FOnAudioInputDevicesObtained](API\Plugins\AudioCapture\FOnAudioInputDevicesObtained) & OnObtainDevicesEvent )


className: UAudioCaptureBlueprintLibrary


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Because properties are destroyed here,Super::FinishDestroy()should always be called at the end of your child class'sFinishDestroy()method, rather than at the beginning.

code: virtual void FinishDestroy()


description: Called when synth is created.

code: virtual bool Init ( int32 & SampleRate )


description:
Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

code: virtual bool IsReadyForFinishDestroy()


description: Called when the synth component begins generating audio in render thread.

code: virtual void OnBeginGenerate()


description: Called when the synth has finished generating audio on the render thread.

code: virtual void OnEndGenerate()


description: Called when more audio is needed to be generated This method of generating audio is soon to be deprecated. For all new synth components, create an FSoundGenerator instance and implement CreateSoundGenerator method to create an instance.

code: virtual int32 OnGenerateAudio ( float * OutAudio, int32 NumSamples )


code: UAudioCaptureComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAudioCaptureComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Synth, Meta=(BlueprintSpawnableComponent)) class UAudioCaptureComponent : public [USynthComponent](API\Runtime\AudioMixer\Components\USynthComponent)

JitterLatencyFrames

description: Induced latency in audio frames to use to account for jitter between mic capture hardware and audio render hardware.


className: UAudioCaptureFunctionLibrary


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Audio Capture") static [UAudioCapture](API\Plugins\AudioCapture\UAudioCapture) * CreateAudioCapture()


className: FTakeRecorderAudioDeviceInfo

description: Sequencer version of the audio device info.

module: AudioCaptureEditor

code: struct FTakeRecorderAudioDeviceInfo

DeviceId

description: The unique identifier for this device

DeviceName

description: The name for this audio device

InputChannels

description: The number of input channels this device is capable of capturing

PreferredSampleRate

description: The preferred sample rate for this device


className: FTakeRecorderAudioSettings

description: Take Recorder version of the audio recording settings.

code: struct FTakeRecorderAudioSettings

AudioCaptureDeviceId

description: Audio device to use for capture.

AudioInputBufferSize

description: The desired buffer size in samples.

NumRecordChannels

description: Number of channels to record

RecordingDuration

description: Optional audio recording duration in seconds.


className: FTakeRecorderAudioSourceSettings

description: Take Recorder version of the audio source settings.

code: struct FTakeRecorderAudioSourceSettings

AssetName

description: Name of the asset.

Directory

type: FDirectoryPath

description: Directory to create the asset within (empty for transient package)

GainDb

description: Gain in decibels of the output asset.

InputChannelNumber

description: The channel number of the selected audio device to use for recording.

StartTimecode

type: FTimecode

description: The timecode position for this recording

VideoFrameRate

type: FFrameRate

description: The video frame rate used during this recording


description: Returns the audio capture device information at the given index

code: bool GetCaptureDeviceInfo ( [FTakeRecorderAudioDeviceInfo](API\Plugins\AudioCaptureEditor\FTakeRecorderAudioDeviceInfo) & OutInfo, int32 DeviceIndex )


description: Returns the total amount of audio devices

code: bool GetCaptureDevicesAvailable ( [TArray](API\Runtime\Core\Containers\TArray)< [FTakeRecorderAudioDeviceInfo](API\Plugins\AudioCaptureEditor\FTakeRecorderAudioDeviceInfo) > & OutDevices )


description: Returns previously recorded audio data for single channel as aUSoundWave

code: [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [USoundWave](API\Runtime\Engine\Sound\USoundWave) > GetRecordedSoundWave ( const [FTakeRecorderAudioSourceSettings](API\Plugins\AudioCaptureEditor\FTakeRecorderAudioSourceSettings) & InSourceSettings )


description: Returns true if this object is in the PreRecord state indicating it is ready to record

code: bool IsReadyToRecord()


description: Returns true if this object is in the Recording state indicating it is currently recording

code: bool IsRecording()


description: Returns true if this object is in the Stopped state indicating it has finished recording

code: bool IsStopped()


description: Start recording audio data

code: void Start ( const [FTakeRecorderAudioSettings](API\Plugins\AudioCaptureEditor\FTakeRecorderAudioSettings) & InSettings )


description: Stop recording audio data

code: void Stop()


description: Virtual destructor

code: virtual ~IAudioCaptureEditor()


description:
Attempt to create an audio recorder
A valid ptr to an audio recorder or null

code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IAudioCaptureEditor](API\Plugins\AudioCaptureEditor\IAudioCaptureEditor) > CreateAudioRecorder() const


description:
Check whether we have an audio recorder registered or not
true if we have an audio recorder registered, false otherwise

code: bool HasAudioRecorder() const


className: IAudioCaptureEditor

code: class IAudioCaptureEditor


description: Unregister a previously registered audio recorder factory function

code: void UnregisterAudioRecorder ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisteredHandle )


description:
Register a function that will return a new audio capturer for the specified parameters
A handle to be passed to UnregisterAudioRecorder to unregister the recorder

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterAudioRecorder ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IAudioCaptureEditor](API\Plugins\AudioCaptureEditor\IAudioCaptureEditor) >()> & FactoryFunction )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

module: AudioCaptureTimecodeProvider

code: virtual void BeginDestroy()


description: Fetch current timecode from its source. e.g. From hardware/network/file/etc. It is recommended to cache the fetched timecode.

code: virtual bool FetchTimecode ( [FQualifiedFrameTime](API\Runtime\Core\Misc\FQualifiedFrameTime) & OutFrameTime )


code: bool Init&40;&41;


code: void OnAudioCapture &40; const float &42; AudioData, int32 NumFrames, int32 NumChannels, double StreamTime, bool bOverflow &41;


code: FLinearTimecodeAudioCaptureCustomTimeStepImplementation &40; UAudioCaptureTimecodeProvider &42; InOwner &41;


AudioCapture

description: Audio capture object

description: Know when we have done synchronizing the FrameRate

bStopRequested

description: If the Owner requested the implementation to stop processing

bWarnedAboutTheInvalidAudioChannel

description: Warn about the invalid audio channel the user requested

CriticalSection

type: FCriticalSectio...

description: Lock to access the Timecode

CurrentDecodingTimecode

type: FDropTimecode

description: Current time code decoded by the TimecodeDecoder

Owner

type: UAudioCaptureTi...

description: Owner of the implementation

TimecodeDecoder

type: FLinearTimecode...

description: LTC decoder


description: The state of the TimecodeProvider and if it's currently synchronized and the Timecode and FrameRate getters are valid.

code: virtual ETimecodeProviderSynchronizationState GetSynchronizationState() const


className: IAudioCaptureEditorModule

code: class IAudioCaptureEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: This Provider became the Engine's Provider.

code: virtual bool Initialize ( class [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


description: This Provider stopped being the Engine's Provider.

code: virtual void Shutdown ( class [UEngine](API\Runtime\Engine\Engine\UEngine) * InEngine )


code: UAudioCaptureTimecodeProvider ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAudioCaptureTimecodeProvider

description: Read the LTC from the audio capture device.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew) class UAudioCaptureTimecodeProvider : public [UGenlockedTimecodeProvider](API\Runtime\TimeManagement\UGenlockedTimecodeProvider)

AudioChannel

description: Indexof the Channel to used for the capture.

bAssumeDropFrameFormat

description: When detecting the frame rate. Assume the frame rate is a drop frame format.

bDetectFrameRate

description: Detect the frame rate from the audio source.

FrameRate

description: Frame expected from the audio source.


module: AudioGameplay

code: namespace AudioGameplay { enum EComponentPayload { AGCP_None = 0x00, AGCP_Listener = 0x01, AGCP_ActiveSound = 0x02, } }


description: Print debug info above the component group's owner, depending on which console variables are enabled.

code: static void DebugPrint ( const [UAudioComponentGroup](API\Plugins\AudioGameplay\UAudioComponentGroup) * ComponentGroup )


description: Print a list of all playing sounds on the component group

code: static [FString](API\Runtime\Core\Containers\FString) DebugPrintActiveSounds ( const [UAudioComponentGroup](API\Plugins\AudioGameplay\UAudioComponentGroup) * ComponentGroup )


description: Print the names and values of parameters set on this component group

code: static [FString](API\Runtime\Core\Containers\FString) DebugPrintParams ( const [UAudioComponentGroup](API\Plugins\AudioGameplay\UAudioComponentGroup) * ComponentGroup )


description: Return a string with the name and value of an audio parameter, depending on which underlying type is held by the parameter

code: static [FString](API\Runtime\Core\Containers\FString) GetDebugParamString ( const [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) & Param )


description: Green, or yellow if the component group is virtualized

code: static [FColor](API\Runtime\Core\Math\FColor) GetDebugStringColor ( const bool bVirtualized )


description: Print the final debug string above the target actor

code: static void PrintDebugString ( const [FString](API\Runtime\Core\Containers\FString) & InString, [AActor](API\Runtime\Engine\GameFramework\AActor) * Owner, const [FColor](API\Runtime\Core\Math\FColor) DrawColor )


className: FAudioComponentGroupDebug

code: class FAudioComponentGroupDebug


code: void Combine ( const [FAudioComponentModifier](API\Plugins\AudioGameplay\FAudioComponentModifier) & Other )


code: static [FAudioComponentModifier](API\Plugins\AudioGameplay\FAudioComponentModifier) & Default()


code: bool IsNearlyEqual ( const [FAudioComponentModifier](API\Plugins\AudioGameplay\FAudioComponentModifier) & Other ) const


className: FAudioComponentModifier

code: struct FAudioComponentModifier


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FAudioGameplayModule

description: FAudioGameplayModule

code: class FAudioGameplayModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Returns true if the preset and the custom query match the provided tags; ignores preset or custom query if they are empty.

code: bool Matches ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & Tags ) const


className: FAudioGameplayRequirements

description: AudioGameplayRequirements - A set of requirements for audio gameplay features.

Custom

type: FGameplayTagQue...

description: An optional custom query tested against a collection of tags to determine a match.

Preset

type: TObjectPtr<UAu...

description: An optional requirement preset tested against a collection of tags to determine a match.


className: FBoolParamCallback

code: class FBoolParamCallback


className: FSoundCallback

code: class FSoundCallback


className: FSoundGroupChanged

code: class FSoundGroupChanged


className: FStringParamCallback

code: class FStringParamCallback


code: virtual void OnAddedToGroup ( [UAudioComponentGroup](API\Plugins\AudioGameplay\UAudioComponentGroup) * NewGroup )


className: FOnParameterChanged

code: class FOnParameterChanged


code: virtual void OnComponentAdded ( [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * NewComponent )


code: virtual void Update ( const float DeltaTime, [UAudioComponentGroup](API\Plugins\AudioGameplay\UAudioComponentGroup) * Group, [FAudioComponentModifier](API\Plugins\AudioGameplay\FAudioComponentModifier) & OutModifier )


className: IAudioComponentGroupExtension

code: class IAudioComponentGroupExtension : public [IInterface](API\Runtime\CoreUObject\UObject\IInterface)


description:
Basic condition check
true if condition is met

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="AudioGameplayCondition") bool ConditionMet() const


code: virtual bool ConditionMet_Implementation() const


description:
Allows testing a condition against a provided position.
true if condition is met

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="AudioGameplayCondition") bool ConditionMet_Position ( const FVector & Position ) const


code: virtual bool ConditionMet_Position_Implementation ( const FVector & Position ) const


className: IAudioGameplayCondition

code: class IAudioGameplayCondition


description: Called when a listener 'enters' the associated proxy

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="AudioGameplayVolume") void OnListenerEnter()


description: Called when a listener 'exits' the associated proxy

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="AudioGameplayVolume") void OnListenerExit()


className: IAudioGameplayVolumeInteraction

code: class IAudioGameplayVolumeInteraction


className: UAudioGameplayCondition

description: Interface for audio gameplay conditions

code: class UAudioGameplayCondition : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: UAudioGameplayVolumeInteraction

description: Interface for interacting with the audio gameplay volume system

code: class UAudioGameplayVolumeInteraction : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


className: operator&

code: constexpr [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) operator& ( [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) Lhs, [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) Rhs )


className: operator&=

code: [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) & operator&= ( [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) & Lhs, [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) Rhs )


className: operator~

code: constexpr [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) operator~ ( [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) E )


className: operator^

code: constexpr [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) operator^ ( [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) Lhs, [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) Rhs )


className: operator!

code: constexpr bool operator! ( [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) E )


className: operator^=

code: [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) & operator^= ( [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) & Lhs, [AudioGameplay::EComponentPayload](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) Rhs )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void AddExtension ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAudioComponentGroupExtension](API\Plugins\AudioGameplay\IAudioComponentGroupExtension) > NewExtension )


description: Allow an externally created AudioComponent to share parameters with this SoundGroup.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void AddExternalComponent ( [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * ComponentToAdd )


code: void ApplyModifiers ( [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * Component, const [FAudioComponentModifier](API\Plugins\AudioGameplay\FAudioComponentModifier) & Modifier ) const


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


code: void ApplyParams ( [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * Component ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void BroadcastEvent ( const [FName](API\Runtime\Core\UObject\FName) EventName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void BroadcastKill()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void BroadcastStopAll()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void DisableVirtualization()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void EnableVirtualization()


code: void ExecuteBoolParamSubscriptions ( const [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) & BoolParam )


code: void ExecuteEventSubscriptions ( const [FName](API\Runtime\Core\UObject\FName) EventName )


code: void ExecuteStringParamSubscriptions ( const [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) & StringParam )


code: float GetComponentVolume() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintCosmetic, Category=AudioComponentGroup) bool GetBoolParamValue ( const [FName](API\Runtime\Core\UObject\FName) ParamName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintCosmetic, Category=AudioComponentGroup) float GetFloatParamValue ( const [FName](API\Runtime\Core\UObject\FName) ParamName ) const


description: Component interaction.


code: const [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) * GetParamInternal ( const [FName](API\Runtime\Core\UObject\FName) ParamName ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & GetParams()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintCosmetic, Category=AudioComponentGroup) [FString](API\Runtime\Core\Containers\FString) GetStringParamValue ( const [FName](API\Runtime\Core\UObject\FName) ParamName ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintCosmetic, Category=AudioComponentGroup) bool IsPlayingAny() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, BlueprintCosmetic, Category=AudioComponentGroup) bool IsVirtualized() const


code: void IterateComponents ( const [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) *)> OnIterate )


code: void RemoveComponent ( const [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * InComponent )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void RemoveExtension ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IAudioComponentGroupExtension](API\Plugins\AudioGameplay\IAudioComponentGroupExtension) > NewExtension )


code: [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * ResetComponent ( [UAudioComponent](API\Runtime\Engine\Components\UAudioComponent) * Component ) const


description: Resets all parameters to their original values.

code: virtual void ResetParameters()


description: Sets a named Boolean Array.

code: virtual void SetBoolArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< bool > & InValue )


description: Sets a named Boolean.

code: virtual void SetBoolParameter ( [FName](API\Runtime\Core\UObject\FName) InName, bool InBool )


description: Sets a named Float.

code: virtual void SetFloatParameter ( [FName](API\Runtime\Core\UObject\FName) InName, float InFloat )


description: Sets a named Float Array.

code: virtual void SetFloatArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & InValue )


description: Sets a named Int32.

code: virtual void SetIntParameter ( [FName](API\Runtime\Core\UObject\FName) InName, int32 InInt )


description: Sets a named Int32 Array.

code: virtual void SetIntArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InValue )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void SetLowPassFilter ( const float InFrequency )


description: Sets a namedUObjectArray.

code: virtual void SetObjectArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InValue )


description: Sets a namedUObject.

code: virtual void SetObjectParameter ( [FName](API\Runtime\Core\UObject\FName) InName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InValue )


description: Sets a named parameter to the given parameter structure value.

code: virtual void SetParameter ( [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) && InValue )


description: Sets an array of parameters as a batch.

code: virtual void SetParameters ( [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > && InValues )


description: Sets an array of parameters as a batch.

code: virtual void SetParameters_Blueprint ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & InParameters )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void SetPitchMultiplier ( const float InPitch )


description: Sets a named String Array.

code: virtual void SetStringArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InValue )


description: Sets a named String.

code: virtual void SetStringParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [FString](API\Runtime\Core\Containers\FString) & InValue )


description: Executes a named trigger. Doesnotcache trigger value, so only executes if the sound is already playing. If the intent is for the trigger to execute immediately (if playing) and be called on initialization for all future instances, call 'SetBoolParameter' with the intended initial trigger behavior (true if trigger desired on initialization, false if not).

code: virtual void SetTriggerParameter ( [FName](API\Runtime\Core\UObject\FName) InName )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void SetVolumeMultiplier ( const float InVolume )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) static [UAudioComponentGroup](API\Plugins\AudioGameplay\UAudioComponentGroup) * StaticGetOrCreateComponentGroup ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void SubscribeToBool ( const [FName](API\Runtime\Core\UObject\FName) ParamName, [FBoolParamCallback](API\Plugins\AudioGameplay\FBoolParamCallback) Delegate )


description: Stop all instances of this Sound on any internal or external components.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void StopSound ( [USoundBase](API\Runtime\Engine\Sound\USoundBase) * Sound, const float FadeTime )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void SubscribeToStringParam ( const [FName](API\Runtime\Core\UObject\FName) ParamName, [FStringParamCallback](API\Plugins\AudioGameplay\FStringParamCallback) Delegate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void SubscribeToEvent ( const [FName](API\Runtime\Core\UObject\FName) EventName, [FSoundCallback](API\Plugins\AudioGameplay\FSoundCallback) Delegate )


description: Function called every frame on this ActorComponent. Override this function to implement custom logic to be executed every frame. Only executes if the component is registered, and also PrimaryComponentTick.bCanEverTick must be set to true.

code: virtual void TickComponent ( float DeltaTime, enum ELevelTick TickType, [FActorComponentTickFunction](API\Runtime\Engine\Engine\FActorComponentTickFunction) * ThisTickFunction )


description: Remove any string, event, and bool subscriptions that are bound to this object

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category=AudioComponentGroup) void UnsubscribeObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: void UpdateComponentParameters()


code: void UpdateExtensions ( const float DeltaTime )


code: UAudioComponentGroup ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual ~UAudioComponentGroup()


className: UAudioComponentGroup

description: Automatic Handler for voices and parameters across any number of AudioComponents

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, DefaultToInstanced) class UAudioComponentGroup : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent), public [IAudioParameterControllerInterface](API\Runtime\AudioExtensions\IAudioParameterControllerInterfa-)

bIsVirtualized

type: bool

BoolSubscriptions

type: TMap<FName,TA...

CachedModifier

type: FAudioComponent...

description: Final values set last update

Components

type: TArray<TObject...

Extensions

type: TArray<TScript...

ExternalComponents

type: TArray<TWeakOb...

description: Components managed externally that won't be used in the pool, but can still share parameters.

GroupModifier

description: Modifier set externally via BP functions.

OnKilled

type: FSoundGroupChan...

ParamsToSet

type: TArray<FAudioP...


className: UAudioComponentGroupExtension

code: class UAudioComponentGroupExtension : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Activates the SceneComponent, should be overridden by native child classes.

code: virtual void Activate ( bool bReset )


description: Deactivates the SceneComponent.

code: virtual void Deactivate()


description: Ends gameplay for this component. Called fromAActor::EndPlayonly if bHasBegunPlay is true

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: virtual bool HasPayloadType ( [PayloadFlags](API\Plugins\AudioGameplay\AudioGameplay__EComponentPayload) InType ) const


code: UAudioGameplayComponent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: virtual ~UAudioGameplayComponent()


className: UAudioGameplayComponent

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Config=Game, Meta=(BlueprintSpawnableComponent)) class UAudioGameplayComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

PayloadType

type: PayloadFlags


description: BeginIActorSoundParameterInterface

code: virtual void GetActorSoundParams_Implementation ( [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & Params ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category=Parameters) const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & GetParameters() const


description: EndIActorSoundParameterInterfaceBeginIAudioParameterControllerInterface

code: virtual void ResetParameters()


description: Sets a named Boolean Array.

code: virtual void SetBoolArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< bool > & InValue )


description: Sets a named Boolean.

code: virtual void SetBoolParameter ( [FName](API\Runtime\Core\UObject\FName) InName, bool InBool )


description: Sets a named Float Array.

code: virtual void SetFloatArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< float > & InValue )


description: Sets a named Float.

code: virtual void SetFloatParameter ( [FName](API\Runtime\Core\UObject\FName) InName, float InFloat )


description: Sets a named Int32 Array.

code: virtual void SetIntArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InValue )


description: Sets a named Int32.

code: virtual void SetIntParameter ( [FName](API\Runtime\Core\UObject\FName) InName, int32 InInt )


description: Sets a namedUObjectArray.

code: virtual void SetObjectArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InValue )


description: Sets a namedUObject.

code: virtual void SetObjectParameter ( [FName](API\Runtime\Core\UObject\FName) InName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InValue )


code: virtual void SetParameter ( [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) && InValue )


description: Sets an array of parameters as a batch.

code: virtual void SetParameters ( [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > && InValues )


description: Sets an array of parameters as a batch.

code: virtual void SetParameters_Blueprint ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioParameter](API\Runtime\AudioExtensions\FAudioParameter) > & InParameters )


description: Sets a named String.

code: virtual void SetStringParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [FString](API\Runtime\Core\Containers\FString) & InValue )


code: virtual void SetTriggerParameter ( [FName](API\Runtime\Core\UObject\FName) InName )


description: Sets a named String Array.

code: virtual void SetStringArrayParameter ( [FName](API\Runtime\Core\UObject\FName) InName, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InValue )


className: UAudioParameterComponent

description: UAudioParameterComponent- Can be used to set/store audio parameters and automatically dispatch them (through ActorSoundParameterInterface) to any sounds played by the component's Owner Actor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, HideCategories=(Object, ActorComponent, Physics, Rendering, Mobility, LOD), Meta=(BlueprintSpawnableComponent)) class UAudioParameterComponent : public [UAudioGameplayComponent](API\Plugins\AudioGameplay\UAudioGameplayComponent), public [IAudioParameterControllerInterface](API\Runtime\AudioExtensions\IAudioParameterControllerInterfa-), public [IActorSoundParameterInterface](API\Runtime\Engine\Audio\IActorSoundParameterInterface)

OnParameterChanged

type: FOnParameterCha...

description: EndIAudioParameterControllerInterface


description: Returns true if the query is not empty and matches the provided tags

code: bool Matches ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & Tags ) const


code: UAudioRequirementPreset ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAudioRequirementPreset

description: UAudioRequirementPreset- A reusable GameplayTagQuery for audio

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UAudioRequirementPreset : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)


module: AudioGameplayVolume

code: void AddProxy() const


code: bool CanSupportProxy() const


code: bool GetEnabled() const


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

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


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

code: void OnComponentDataChanged()


description: Blueprint event for listener enter


description: Blueprint event for listener exit


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnRep_bEnabled()


description: Called after all the components in the Components array are registered, called both in editor and during gameplay. bHasRegisteredAllComponents must be set true prior to calling this function.


description: Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

code: virtual void PostInitializeComponents()


code: void RemoveProxy() const


description: Called after all currently registered components are cleared


description: Sets whether the volume is enabled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="AudioGameplay") void SetEnabled ( bool bEnable )


code: void UpdateProxy() const


code: virtual bool ShouldCheckCollisionComponentForErrors() const


code: AAudioGameplayVolume ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: void TransformUpdated ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InRootComponent, EUpdateTransformFlags UpdateTransformFlags, ETeleportType Teleport )


className: AAudioGameplayVolume

description: NOTE: Will only impact audio sources that have "apply ambient volumes" set on their sound class.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Advanced, Attachment, Collision, Volume)) class AAudioGameplayVolume : public [AVolume](API\Runtime\Engine\GameFramework\AVolume)

OnListenerEnterEvent

type: FAudioGameplayV...


code: void Update ( double ListenerInteriorStartTime )


className: FAudioGameplayActiveSoundInfo

description: FAudioGameplayActiveSoundInfo- Helper struct for caching active sound data

code: struct FAudioGameplayActiveSoundInfo

CurrentInteriorLPF

type: float

CurrentInteriorVolume

description: Current interior values.

CurrentMutators

type: TArray<TShared...

InteriorSettings

type: FInterpolatedIn...

description: Interior settings & interpolation values.

LastUpdateTime

type: double


code: bool GetAffectedByLegacySystem() const


className: FAudioGameplayVolumeEvent

code: class FAudioGameplayVolumeEvent


className: FAudioGameplayProxyUpdateResult

description: FAudioGameplayProxyUpdateResult- Helper struct for updating game thread proxies

code: struct FAudioGameplayProxyUpdateResult

EnteredProxies

type: TSet< uint32 >


code: const [TSet](API\Runtime\Core\Containers\TSet)< uint32 > & GetCurrentProxies() const


code: const [FInterpolatedInteriorSettings](API\Plugins\AudioGameplayVolume\FInterpolatedInteriorSettings) & GetInteriorSettings() const


code: uint32 GetOwningDeviceId() const


code: void SetAffectedByLegacySystem ( bool bIsAffected )


code: FAudioGameplayVolumeListener()


code: void Update ( const [FAudioProxyMutatorSearchResult](API\Plugins\AudioGameplayVolume\FAudioProxyMutatorSearchResult) & Result, const FVector & InPosition, uint32 InDeviceId )


className: FAudioGameplayVolumeListener

description: FAudioGameplayVolumeListener

code: class FAudioGameplayVolumeListener

Position

type: FVector


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FAudioGameplayVolumeModule

description: FAudioGameplayVolumeModule

code: class FAudioGameplayVolumeModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Add a listener's index to be checked on the next Update call

code: void AddListenerIndex ( int32 ListenerIndex )


description: Returns true if the volume contains at least one listener

code: bool IsVolumeInCurrentList ( uint32 VolumeID ) const


description: Aggregate proxies from all listeners into a single world list

code: void Update ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAudioGameplayVolumeListener](API\Plugins\AudioGameplayVolume\FAudioGameplayVolumeListener) > & VolumeListeners, [FAudioGameplayProxyUpdateResult](API\Plugins\AudioGameplayVolume\FAudioGameplayProxyUpdateResult) & OutResult )


code: FAudioGameplayVolumeProxyInfo()


className: FAudioGameplayVolumeProxyInfo

description: FAudioGameplayVolumeProxyInfo- Holds information relating to which volumes our listeners are inside of

code: class FAudioGameplayVolumeProxyInfo

ListenerIndexes

type: TArray< int32 >


code: FAudioProxyActiveSoundParams()


code: void UpdateInteriorValues()


code: FAudioProxyActiveSoundParams ( const [FAudioGameplayActiveSoundInfo](API\Plugins\AudioGameplayVolume\FAudioGameplayActiveSoundInfo) & SoundInfo, const [FAudioGameplayVolumeListener](API\Plugins\AudioGameplayVolume\FAudioGameplayVolumeListener) & InListener )


className: FAudioProxyActiveSoundParams

description: FAudioProxyActiveSoundParams- Helper struct for collecting info about the active sound from affecting proxy mutators

code: struct FAudioProxyActiveSoundParams

bAffectedByAttenuation

type: bool

Listener

type: constFAudioGam...

SoundSubmixSends

type: TArray<FSoundS...


className: FAudioProxyMutatorPriorities

description: FAudioProxyMutatorPriorities- Used for finding the highest priority mutators on a proxy

code: struct FAudioProxyMutatorPriorities

PriorityMap

type: TMap<FName, in...


code: void SearchVolumes ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UAudioGameplayVolumeProxy](API\Plugins\AudioGameplayVolume\UAudioGameplayVolumeProxy) >> & ProxyVolumes, [FAudioProxyMutatorSearchResult](API\Plugins\AudioGameplayVolume\FAudioProxyMutatorSearchResult) & OutResult )


className: FAudioProxyMutatorSearchObject

description: FAudioProxyMutatorSearchObject- Used for searching through proxy volumes to find relevant proxy mutators

code: struct FAudioProxyMutatorSearchObject

AudioDeviceHandle

type: FAudioDeviceHan...

WorldID

description: Search parameters.