className: USmartObjectSubsystem

description: Mode that indicates how the unregistration of the SmartObjectComponent affects its runtime instance.Subsystem that holds all registered smart object instances and offers the API for spatial queries and reservations.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=SmartObjects, defaultconfig, Transient) class USmartObjectSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)

bIsPartitionedWorld

description: Set in OnWorldComponentsUpdated and used to control special logic required to build collections in Editor mode

OnMainCollectionChanged

type: FOnMainCollecti...

PendingSmartObjectRegistration

type: TArray<TObject...

description: Smart objects that attempted to register while no collection was being present

RegisteredCollections

type: TArray<TWeakOb...

RegisteredSOComponents

description: List of registered components.

RenderingActor

type: TObjectPtr< ASm...

RuntimeSmartObjects

type: TMap<FSmartObj...

SmartObjectContainer

type: FSmartObjectCon...

SpacePartitionClassName

type: FSoftClassPath

description: Name of the Space partition class to use.


description: validation filter to be used for entries.

module: SmartObjectsModule


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


className: USmartObjectUserComponent

description: The validation settings for entries and exits are separate to allow to have more lax exit settings. For example the entry settings might prevent to use Smart Object slots which are on water, but we could allow to exit in water.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, ClassGroup=Gameplay, Meta=(BlueprintSpawnableComponent), Config=Game, HideCategories=(Activation, AssetUserData, Collision, Cooking, HLOD, Lighting, LOD, Mobile, Mobility, Navigation, Physics, RayTracing, Rendering, Tags, TextureStreaming)) class USmartObjectUserComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

ValidationFilter

type: TSubclassOf<US...

description: Validation filter used for entering testing entries for a Smart Object slot.


description:
Called to activate the condition. The state data for the conditions can be accessed via the Context.
True if activation succeeded.

code: virtual bool Activate ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const


description: Called to deactivate the condition. The state data for the conditions can be accessed via the Context.

code: virtual void Deactivate ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const


description: Description to be shown in the UI.

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


description: The Instance data type of the condition.

code: virtual [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) > * GetRuntimeStateType() const


description:
Called to check the condition state. The state data for the conditions can be accessed via the Context.
The state of the condition.

code: virtual [FWorldConditionResult](API\Plugins\WorldConditions\FWorldConditionResult) IsTrue ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const


code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Match Runtime Object Tags")) struct FSmartObjectWorldConditionObjectTagQuery : public [FSmartObjectWorldConditionBase](API\Plugins\SmartObjectsModule\WorldConditions\FSmartObjectWorldConditionBase)

ObjectHandleRef

type: FWorldCondition...

TagQuery

type: FGameplayTagQue...

description: Smart Object's runtime tags needs to match this query for the condition to evaluate true.


description: World condition to match Smart Object's runtime tags.

DelegateHandle

type: FDelegateHandle


description:
Initializes the condition to be used with a specific schema. This is called on PostLoad(), or during editing to make sure the data stays in sync with the schema. This is the place to resolve all the Context Data References, and set bCanCacheResult based on if the context data type.
True if init succeeded.

code: virtual bool Initialize ( const [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) & Schema )


className: FSmartObjectWorldConditionSlotTagQuery

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Match Runtime Slot Tags")) struct FSmartObjectWorldConditionSlotTagQuery : public [FSmartObjectWorldConditionBase](API\Plugins\SmartObjectsModule\WorldConditions\FSmartObjectWorldConditionBase)

TagQuery

description: Smart Object Slot's runtime tags needs to match this query for the condition to evaluate true.


description: World condition to match Smart Object slots's runtime tags.

SlotHandle

type: FSmartObjectSlo...


className: FSmartObjectWorldConditionBase

description: Base struct for all conditions accepted by Smart Objects.

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Hidden)) struct FSmartObjectWorldConditionBase : public [FWorldConditionBase](API\Plugins\WorldConditions\FWorldConditionBase)


description: World condition to match tags of the Smart Object's owning Actor (which must implementIGameplayTagAssetInterfaceor have an AbilitySystemComponent).

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(DisplayName="Match Gameplay tags on SmartObject actor")) struct FWorldCondition_SmartObjectActorTagQuery : public [FSmartObjectWorldConditionBase](API\Plugins\SmartObjectsModule\WorldConditions\FSmartObjectWorldConditionBase)

SmartObjectActorRef

description: Smart Object's owning actor for which the tags must match the query.

TagQuery

description: Tags on the Smart Object's owning actor that need to match this query for the condition to evaluate true.


description: Context data reference for accessing SmartObject Slot handle.


description: Context data reference for accessing SmartObject handle.


description: Context data reference for accessing SmartObject owner Actor.


description: Context data reference for accessing SmartObject subsystem.


description: Context data reference for accessing SmartObject request's UserActor.


description: True if world condition of the specific type is allowed.

code: virtual bool IsStructAllowed ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct ) const


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


className: USmartObjectWorldConditionSchema

description: World Condition schema describing the data conditions and context data available for Smart Object conditions.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USmartObjectWorldConditionSchema : public [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema)


module: SmartObjectsTestSuite

code: virtual bool UnregisterWithSubsystem ( const [FString](API\Runtime\Core\Containers\FString) & Context )


code: virtual bool RegisterWithSubsystem ( const [FString](API\Runtime\Core\Containers\FString) & Context )


className: ASmartObjectTestCollection

description: Test-timeASmartObjectPersistentCollectionoverride, aimed at encapsulating test-time smart object instances and functionality


className: FSmartObjectSlotTestDefinitionData

description: Some user data to assign to a slot definition

SomeSharedFloat

type: float


className: FSmartObjectSlotTestRuntimeData

description: Some user runtime data to assign to a slot instance


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [ISmartObjectsTestSuiteModule](API\Plugins\SmartObjectsTestSuite\ISmartObjectsTestSuiteModule) & Get()


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()


className: ISmartObjectsTestSuiteModule

description: The public interface to this module

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


className: USmartObjectTestBehaviorDefinition

description: Concrete definition class for testing purposes


code: void RebuildAndInitializeForTesting()


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


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


className: USmartObjectTestSubsystem

description: Test-time SmartObjectSubsystem override, aimed at encapsulating test-time smart object instances and functionality

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideDropDown, NotBlueprintType) class USmartObjectTestSubsystem : public [USmartObjectSubsystem](API\Plugins\SmartObjectsModule\USmartObjectSubsystem)


className: FChannelSet

module: SocketSubsystemEOS

code: typedef [TSet](API\Runtime\Core\Containers\TSet)< uint8 > FChannelSet


description:
Creates a new structure with the same data as this structure
The new structure

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > Clone() const


code: uint8 GetChannel() const


description: Copies the network byte order ip address to a host byte order dword

code: virtual void GetIp ( uint32 & OutAddr ) const


code: void * GetLocalUserId() const


description: Returns the port number from this address in host byte order

code: virtual int32 GetPort() const


description:
Gets the ip address in a raw array stored in network byte order.
The raw address stored in an array

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< uint8 > GetRawIp() const


code: void * GetRemoteUserId() const


code: const char * GetSocketName() const


description:
Hash function for use withTMap's - exposed through FInternetAddrMapRef
The value to use for the hash

code: virtual uint32 GetTypeHash() const


description:
Is this a well formed internet address
true if a valid IP, false otherwise

code: virtual bool IsValid() const


code: [FInternetAddrEOS](API\Plugins\SocketSubsystemEOS\FInternetAddrEOS) & operator= ( const [FInternetAddrEOS](API\Plugins\SocketSubsystemEOS\FInternetAddrEOS) & Other )


description: Sets the address to be any address

code: virtual void SetAnyAddress()


description: Sets the address to broadcast

code: virtual void SetBroadcastAddress()


code: void SetChannel ( uint8 InChannel )


description: Sets the ip address from a host byte order uint32

code: virtual void SetIp ( uint32 InAddr )


description: Sets the ip address from a string ("A.B.C.D")

code: virtual void SetIp ( const TCHAR * InAddr, bool & bIsValid )


code: void SetLocalUserId ( void * InLocalUserId )


description: Sets the address to loopback

code: virtual void SetLoopbackAddress()


description: Sets the port number from a host byte order int

code: virtual void SetPort ( int32 InPort )


description: Sets the ip address from a raw network byte order array.

code: virtual void SetRawIp ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & RawAddr )


code: void SetRemoteUserId ( void * InRemoteUserId )


code: void SetSocketName ( const [FString](API\Runtime\Core\Containers\FString) & InSocketName )


code: void SetSocketName ( const char * InSocketName )


description: Converts this internet ip address to string form

code: virtual [FString](API\Runtime\Core\Containers\FString) ToString ( bool bAppendPort ) const


code: FInternetAddrEOS ( const [FString](API\Runtime\Core\Containers\FString) & InRemoteUserId, const [FString](API\Runtime\Core\Containers\FString) & InSocketName, const int32 InChannel )


code: virtual ~FInternetAddrEOS()


className: FInternetAddrEOS

code: class FInternetAddrEOS : public [FInternetAddr](API\Runtime\Sockets\FInternetAddr)


description:
Accepts a connection that is pending.
The new (heap-allocated) socket, or nullptr if unsuccessful.

code: virtual [FSocket](API\Runtime\Sockets\FSocket) * Accept ( [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & OutAddr, const [FString](API\Runtime\Core\Containers\FString) & InSocketDescription )


description:
Binds a socket to a network byte ordered address.
true if successful, false otherwise.

code: virtual bool Bind ( const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & Addr )


description:
Closes the socket
true if it closes without errors, false otherwise.

code: virtual bool Close()


code: bool Close ( const [FInternetAddrEOS](API\Plugins\SocketSubsystemEOS\FInternetAddrEOS) & RemoteAddress )


code: virtual [FSocket](API\Runtime\Sockets\FSocket) * Accept ( const [FString](API\Runtime\Core\Containers\FString) & InSocketDescription )


description:
Connects a socket to a network byte ordered address.
true if successful, false otherwise.

code: virtual bool Connect ( const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & Addr )


description: Reads the address the socket is bound to and returns it.

code: virtual void GetAddress ( [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & OutAddr )


description:
Determines the connection state of the socket.
Connection state.


description:
Reads the address of the peer the socket is connected to.
true if the address was retrieved correctly, false otherwise.

code: virtual bool GetPeerAddress ( [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & OutAddr )


description:
Queries the socket to determine if there is pending data on the queue.
true if the socket has data, false otherwise.

code: virtual bool HasPendingData ( uint32 & PendingDataSize )


description: GetDescription

code: virtual int32 GetPortNo()


description: SetMulticastTtl

code: virtual bool JoinMulticastGroup ( const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & GroupAddress, const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & InterfaceAddress )


description: SetMulticastTtl

code: virtual bool JoinMulticastGroup ( const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & GroupAddress )


description: SetMulticastTtl

code: virtual bool LeaveMulticastGroup ( const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & GroupAddress, const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & InterfaceAddress )


description: SetMulticastTtl

code: virtual bool LeaveMulticastGroup ( const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & GroupAddress )


description:
Places the socket into a state to listen for incoming connections.
true if successful, false otherwise.

code: virtual bool Listen ( int32 MaxBacklog )


code: void RegisterClosedNotification()


description:
A return value of 'true' does not necessarily mean that data was returned. Callers must check the 'BytesRead' parameter for the actual amount of data returned. A value of zero indicates that there was no data available for reading.
true on success, false in case of a closed socket or an unrecoverable error.

code: virtual bool Recv ( uint8 * Data, int32 BufferSize, int32 & BytesRead, [ESocketReceiveFlags::Type](API\Runtime\Sockets\ESocketReceiveFlags__Type) Flags )


code: virtual bool RecvFrom ( uint8 * Data, int32 BufferSize, int32 & BytesRead, [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & Source, [ESocketReceiveFlags::Type](API\Runtime\Sockets\ESocketReceiveFlags__Type) Flags )


description: Sends a buffer on a connected socket.

code: virtual bool Send ( const uint8 * Data, int32 Count, int32 & BytesSent )


description: Sends a buffer to a network byte ordered address.

code: virtual bool SendTo ( const uint8 * Data, int32 Count, int32 & BytesSent, const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & Destination )


description:
Sets a socket into broadcast mode (UDP only).
true if successful, false otherwise.

code: virtual bool SetBroadcast ( bool bAllowBroadcast )


description:
Sets whether and how long a socket will linger after closing.
true if the call succeeded, false otherwise.

code: virtual bool SetLinger ( bool bShouldLinger, int32 Timeout )


code: void SetLocalAddress ( const [FInternetAddrEOS](API\Plugins\SocketSubsystemEOS\FInternetAddrEOS) & InLocalAddress )


description:
Multicast traffic is sent using the default interface, this allows to explicitly set the interface used to send outgoing multicast datagrams.
true if the call succeeded, false otherwise.

code: virtual bool SetMulticastInterface ( const [FInternetAddr](API\Runtime\Sockets\FInternetAddr) & InterfaceAddress )


description: SetMulticastLoopback

code: virtual bool SetMulticastTtl ( uint8 TimeToLive )


description: SetMulticastTtl

code: virtual bool SetMulticastLoopback ( bool bLoopback )


description:
Sets this socket into TCP_NODELAY mode (TCP only).
true if successful, false otherwise.

code: virtual bool SetNoDelay ( bool bIsNoDelay )


description:
Sets this socket into non-blocking mode.
true if successful, false otherwise.

code: virtual bool SetNonBlocking ( bool bIsNonBlocking )


description:
Sets the size of the receive buffer to use.
true if the call succeeded, false otherwise.

code: virtual bool SetReceiveBufferSize ( int32 Size, int32 & NewSize )


description:
Enables error queue support for the socket.
true if the call succeeded, false otherwise.

code: virtual bool SetRecvErr ( bool bUseErrorQueue )


description:
Sets whether a socket can be bound to an address in use.
true if the call succeeded, false otherwise.

code: virtual bool SetReuseAddr ( bool bAllowReuse )


description:
Shuts down the socket, making it unusable for reads and/or writes. This does not close the socket!
true if successful, false otherwise.

code: virtual bool Shutdown ( ESocketShutdownMode Mode )


description:
Sets the size of the send buffer to use.
true if the call succeeded, false otherwise.

code: virtual bool SetSendBufferSize ( int32 Size, int32 & NewSize )


description:
Blocks until the specified condition is met.
true if the condition was met, false if the time limit expired or an error occurred.

code: virtual bool Wait ( [ESocketWaitConditions::Type](API\Runtime\Sockets\ESocketWaitConditions__Type) Condition, [FTimespan](API\Runtime\Core\Misc\FTimespan) WaitTime )


code: bool WasClosed ( const [FInternetAddrEOS](API\Plugins\SocketSubsystemEOS\FInternetAddrEOS) & RemoteAddress )


code: FSocketEOS ( [FSocketSubsystemEOS](API\Plugins\SocketSubsystemEOS\FSocketSubsystemEOS) & SocketSubsystem, const [FString](API\Runtime\Core\Containers\FString) & InSocketDescription )


className: FSocketEOS

code: class FSocketEOS : public [FSocket](API\Runtime\Sockets\FSocket)


description:
Waits for a pending connection on the socket.
true if successful, false otherwise.

code: virtual bool WaitForPendingConnection ( bool & bHasPendingConnection, const [FTimespan](API\Runtime\Core\Misc\FTimespan) & WaitTime )


description:
Bind our socket name & channel and ensure no other connections are using this combination
True if we bound successfully, false if not and LastSocketError will be set with a reason

code: bool BindChannel ( const [FInternetAddrEOS](API\Plugins\SocketSubsystemEOS\FInternetAddrEOS) & Address )


description: Create a properFInternetAddrrepresentation

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > CreateInternetAddr()


description:
Addr address to resolve for the socket subsystem
the new resolved address or NULL if failed

code: virtual [FResolveInfoCached](API\Runtime\Sockets\FResolveInfoCached) * CreateResolveInfoCached ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > Addr ) const


description:
SocketType type of socket to create (DGram, Stream, etc)
the new socket or NULL if failed

code: virtual [FSocket](API\Runtime\Sockets\FSocket) * CreateSocket ( const [FName](API\Runtime\Core\UObject\FName) & SocketType, const [FString](API\Runtime\Core\Containers\FString) & SocketDescription, const [FName](API\Runtime\Core\UObject\FName) & ProtocolName )


description: Cleans up a socket class

code: virtual void DestroySocket ( [FSocket](API\Runtime\Sockets\FSocket) * Socket )


description:
This is a what you see is what you get, there is no DNS resolution of the input string, so only use this if you know you already have a valid address and will not need to convert. Otherwise, feed the address to GetAddressInfo for guaranteed results.
TheFInternetAddrof the given string address. This will point to nullptr on failure.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > GetAddressFromString ( const [FString](API\Runtime\Core\Containers\FString) & InAddress )


description:
This function allows for specifying FNames for the protocol type, allowing for support of other platform protocols
the results structure containing the array of address results to this query

code: virtual [FAddressInfoResult](API\Runtime\Sockets\FAddressInfoResult) GetAddressInfo ( const TCHAR * HostName, const TCHAR * ServiceName, EAddressInfoFlags QueryFlags, const [FName](API\Runtime\Core\UObject\FName) ProtocolTypeName, ESocketType SocketType )


description:
Determines the name of the local machine
true if successful, false otherwise

code: virtual bool GetHostName ( [FString](API\Runtime\Core\Containers\FString) & HostName )


description:
Gets the list of addresses associated with the adapters on the local computer. Unlike GetLocalHostAddr, this function does not give preferential treatment to multihome options in results. It's encouraged that users check for multihome before using the results of this function.
true on success, false otherwise.

code: virtual bool GetLocalAdapterAddresses ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FInternetAddr](API\Runtime\Sockets\FInternetAddr) >> & OutAddresses )


description: Returns the last error that has happened


description: Typically, it is better to use GetLocalBindAddresses as it better supports hybrid network functionality and less chances for connections to fail due to mismatched protocols.

code: virtual [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > GetLocalBindAddr ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > GetLocalBindAddr ( const [UWorld](API\Runtime\Engine\Engine\UWorld) *const OwningWorld, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out )


description:
Get bindable addresses that this machine can use as reported by GetAddressInfo with the BindableAddress flag. This will return the various any address for usage. If multihome has been specified, only the multihome address will be returned in the array.
If GetAddressInfo succeeded or multihome is specified, an array of addresses that can be binded on. Failure returns an empty array.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FInternetAddr](API\Runtime\Sockets\FInternetAddr) > > GetLocalBindAddresses()


description:
Get the name of the socket subsystem
a string naming this subsystem

code: virtual const TCHAR * GetSocketAPIName() const


description:
Returns the FSocketSubsytemEOS instance corresponding with the UWorld* parameter. If no entry exists for the given UWorld*, it will add it if a valid instance is found.
TheFSocketSubsystemEOSinstance associated with InWorld

code: [FSocketSubsystemEOS](API\Plugins\SocketSubsystemEOS\FSocketSubsystemEOS) * GetSocketSubsystemForWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description:
Does per platform initialization of the sockets library
true if initialized ok, false otherwise

code: virtual bool Init ( [FString](API\Runtime\Core\Containers\FString) & Error )


description: Whether the machine has a properly configured network device or not

code: virtual bool HasNetworkDevice()


description: Returns true ifFSocket::Waitis supported by this socket subsystem.

code: virtual bool IsSocketWaitSupported() const


description: Some platforms require chat data (voice, text, etc.) to be placed into packets in a special way. This function tells the net connection whether this is required for this platform


description: Some platforms require packets be encrypted. This function tells the net connection whether this is required for this platform

code: virtual bool RequiresEncryptedPackets()


code: void SetLastSocketError ( const ESocketErrors NewSocketError )


description: Performs platform specific socket clean up

code: virtual void Shutdown()


className: SocketSubsystemEOSInstances

description: Static array of all instances ofFSocketSubsystemEOSrunning concurrently (can be more than one in PIE)

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FSocketSubsystemEOS](API\Plugins\SocketSubsystemEOS\FSocketSubsystemEOS) * > SocketSubsystemEOSInstances;


className: SocketSubsystemEOSPerWorldMap

description: Static map of world to corresponding FSocketSubsystemeOS instance

code: static [TMap](API\Runtime\Core\Containers\TMap)< [UWorld](API\Runtime\Engine\Engine\UWorld) *, [FSocketSubsystemEOS](API\Plugins\SocketSubsystemEOS\FSocketSubsystemEOS) * > SocketSubsystemEOSPerWorldMap;


description: Translates the platform error code to a ESocketErrors enum

code: virtual ESocketErrors TranslateErrorCode ( int32 Code )


code: FSocketSubsystemEOS ( [IEOSPlatformHandlePtr](API\Plugins\OnlineSubsystemEOS\IEOSPlatformHandlePtr) InPlatformHandle, [ISocketSubsystemEOSUtilsPtr](API\Plugins\SocketSubsystemEOS\ISocketSubsystemEOSUtilsPtr) InUtils )


code: virtual ~FSocketSubsystemEOS()


className: FSocketSubsystemEOS

code: class FSocketSubsystemEOS : public [ISocketSubsystem](API\Runtime\Sockets\ISocketSubsystem)


code: virtual ~ISocketSubsystemEOSUtils()


className: ISocketSubsystemEOSUtils

code: class ISocketSubsystemEOSUtils


className: ISocketSubsystemEOSUtilsPtr

code: typedef [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISocketSubsystemEOSUtils](API\Plugins\SocketSubsystemEOS\ISocketSubsystemEOSUtils), ESPMode::ThreadSafe > ISocketSubsystemEOSUtilsPtr


code: [UWorld](API\Runtime\Engine\Engine\UWorld) * FindWorld() const


description:
Unbind a previously bound socket name and channel.
True if we released the port successfully, false if not and LastSocketError will be set with a reason

code: bool UnbindChannel ( const [FInternetAddrEOS](API\Plugins\SocketSubsystemEOS\FInternetAddrEOS) & Address )


description: Get the socket subsytem appropriate for this net driver

code: virtual [ISocketSubsystem](API\Runtime\Sockets\ISocketSubsystem) * GetSocketSubsystem()


description:
Returns the port number to use when a client is creating a socket. Platforms that can't use the default of 0 (system-selected port) may override this function.
The port number to use for client sockets. Base implementation returns 0.

code: virtual int GetClientPort()


description:
Common initialization between server and client connection setup
true if successful, false otherwise (check Error parameter)

code: virtual bool InitBase ( bool bInitAsClient, [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, const [FURL](API\Runtime\Engine\Engine\FURL) & URL, bool bReuseAddressAndPort, [FString](API\Runtime\Core\Containers\FString) & Error )


description:
Initialize the net driver in client mode
true if successful, false otherwise (check Error parameter)

code: virtual bool InitConnect ( [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, const [FURL](API\Runtime\Engine\Engine\FURL) & ConnectURL, [FString](API\Runtime\Core\Containers\FString) & Error )


description:
Initialize the network driver in server mode (listener)
true if successful, false otherwise (check Error parameter)

code: virtual bool InitListen ( [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify) * InNotify, [FURL](API\Runtime\Engine\Engine\FURL) & ListenURL, bool bReuseAddressAndPort, [FString](API\Runtime\Core\Containers\FString) & Error )


description:
Returns true if this net driver is valid for the current configuration. Safe to call on a CDO if necessary
true if available, false otherwise

code: virtual bool IsAvailable() const


description: Shutdown all connections managed by this net driver

code: virtual void Shutdown()


className: UNetDriverEOSBase

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, Config=Engine) class UNetDriverEOSBase : public [UIpNetDriver](API\Plugins\OnlineSubsystemUtils\UIpNetDriver)

bIsPassthrough

type: bool


className: ESoundContainerType

description: In order for proper data hiding to occur for inherited properties, Customization Detail's 'Register' must be called in during initialization (eg. in module's StartupModule()) like so: #include "SoundCueContainer.h" ...FPropertyEditorModule& PropertyModule =FModuleManager::LoadModuleChecked("PropertyEditor"); FSoundCueContainerDetailCustomization::Register(PropertyModule);

module: SoundCueTemplates

code: enum ESoundContainerType { Concatenate, Randomize, Mix, }


description: Called when details should be customized

code: virtual void CustomizeDetails ( [IDetailLayoutBuilder](API\Editor\PropertyEditor\IDetailLayoutBuilder) & DetailBuilder )


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization) > MakeInstance()


code: static void Unregister ( [FPropertyEditorModule](API\Editor\PropertyEditor\FPropertyEditorModule) & PropertyModule )


code: static void Register ( [FPropertyEditorModule](API\Editor\PropertyEditor\FPropertyEditorModule) & PropertyModule )


className: FSoundCueContainerDetailCustomization

code: class FSoundCueContainerDetailCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


className: FSoundCueCrossfadeInfo

description: Simple near/distant mix design for provided, spatialized sounds.

DistanceInfo

type: FDistanceDatum

Sound

type: TObjectPtr<USo...


code: class FSoundCueDistanceCrossfadeDetailCustomization : public [IDetailCustomization](API\Editor\PropertyEditor\IDetailCustomization)


code: void OnAudioSettingsChanged() const


code: void PostQualitySettingsUpdated() const


code: FSoundCueTemplateQualitySettings()


className: FSoundCueTemplateQualitySettings

DisplayName

type: FText

MaxConcatenatedVariations

description: The max number of variations to include for the given quality in a SoundCueContainer set to 'Concatenate'.

MaxMixVariations

description: The max number of variations to include for the given quality in a SoundCueContainer set to 'Mix'.

MaxRandomizedVariations

description: The max number of variations to include for the given quality in a SoundCueContainer set to 'Randomized'.


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: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FSoundCueTemplatesModule

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


description: List of categories to allow showing on the inherited SoundCue.

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetCategoryAllowList()


description: Function to override that uses internal editor-data only properties to re-build node graph of provided SoundCue. Provided SoundCue may be a reference to this SoundCue or one to be copied from this template's graph-building schema.

code: virtual void OnRebuildGraph ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) & SoundCue ) const


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


className: USoundCueContainer

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=object, BlueprintType) class USoundCueContainer : public [USoundCueTemplate](API\Plugins\SoundCueTemplates\USoundCueTemplate)

ContainerType

type: ESoundContainer...

Variations

type: TSet<TObjectPt...


description: Overload with logic to rebuild the node graph when user-facing properties are changed


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


className: USoundCueDistanceCrossfade

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=object, BlueprintType) class USoundCueDistanceCrossfade : public [USoundCueTemplate](API\Plugins\SoundCueTemplates\USoundCueTemplate)

type: TArray<FSoundC...


description: Utility function that adds a provided child node to a parent node's list of children. InParentNode - Node to set as parent of provided child. InChildNode - Node to set as child of provided parent. InputPinIndex -Indexof input pin to connect newly constructed ChildNode to. InputPinDisplayName - (Optional) Name to set the targeted input pin to.

code: static void AddSoundNodeChild ( [USoundNode](API\Runtime\Engine\Sound\USoundNode) & InParentNode, [USoundNode](API\Runtime\Engine\Sound\USoundNode) & InChildNode, int32 InputPinIndex, const [FText](API\Runtime\Core\Internationalization\FText) * InputPinDisplayName )


description: Override to initialize a template with array of sound waves from SoundCueFactory

code: virtual void AddSoundWaves ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USoundWave](API\Runtime\Engine\Sound\USoundWave) >> & Waves )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Config) void AddSoundWavesToTemplate ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & SelectedObjects )


description: Utility function that returns newly constructed sound node that has been added to provided SoundCue's Node Graph. SoundCue - SoundCue to insert the constructed node into. InParentNode - If not null, Node to set as parent of constructed child. Column - (Optional) If positive, sets visual column of node in built graph as displayed in the SoundCueEditor. Columns are indexed as positive to the left from the root (index 0). Can be viewed when using the 'Copy To SoundCue' action of the given template. Row - (Optional) If positive, sets visual row of node in built graph as displayed in the SoundCueEditor. Columns are indexed as positive descending from the root (index 0). Can be viewed when using the 'Copy To SoundCue' action of the given template. InputPinIndex - (Optional) If InParentNode set, supplies index of input pin to connect newly constructed ChildNode to. InputPinDisplayName - (Optional) Name to set the targeted input pin to.

code: template<class T> static T & ConstructSoundNodeChild ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) & SoundCue, [USoundNode](API\Runtime\Engine\Sound\USoundNode) * InParentNode, int32 Column, int32 Row, int32 InputPinIndex, const [FText](API\Runtime\Core\Internationalization\FText) * InputPinDisplayName )


description: Constructs initial root sound node of template. Function will fail if SoundCue already contains a root/first node. SoundCue - Parent of initial node to construct.

code: template<class T> static T & ConstructSoundNodeRoot ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) & SoundCue )


description: Override to provide a default new asset name prefix from SoundCueTemplateFactory

code: virtual [FString](API\Runtime\Core\Containers\FString) GenerateDefaultNewAssetName ( const [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [USoundWave](API\Runtime\Engine\Sound\USoundWave) >> & Waves ) const


description: Initial height offset of first node in the SoundCueEditor.

code: static float GetInitialHeightOffset()


description: Initial width offset of first node in the SoundCueEditor.

code: static float GetInitialWidthOffset()


description: Node height offset between nodes in the SoundCueEditor.

code: static float GetNodeHeightOffset()


description: Node width offset between nodes in the SoundCueEditor.

code: static float GetNodeWidthOffset()


description: Override to load template default settings from SoundCueTemplateFactory


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

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


description: Rebuilds the graph when user-facing properties are changed

code: void RebuildGraph ( [USoundCue](API\Runtime\Engine\Sound\USoundCue) & SoundCue ) const


description: Sets the provided node's position to the location on the template's grid

code: static void SetSoundNodePosition ( [USoundNode](API\Runtime\Engine\Sound\USoundNode) & InNode, int32 Column, int32 Row )


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


className: USoundCueTemplate

description: Base Sound Cue Template class, which builds the sound node graph procedurally and hides more complex Sound Cue functionality to streamline implementation defined in child classes.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class USoundCueTemplate : public [USoundCue](API\Runtime\Engine\Sound\USoundCue)


description: Get the quality level settings at the provided level index.


code: const [FSoundCueTemplateQualitySettings](API\Plugins\SoundCueTemplates\FSoundCueTemplateQualitySettings) & GetQualityLevelSettings ( int32 Index ) const


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( struct [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


code: bool RebuildQualityLevels()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


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


className: USoundCueTemplateSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, defaultconfig, Meta=(DisplayName="Sound Cue Templates")) class USoundCueTemplateSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

SettingsNotifier

type: FSoundCueTempla...


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: SoundCueTemplatesEditor

code: virtual void ShutdownModule()


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FSoundCueTemplatesEditorModule

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


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


className: USoundCueTemplateClassTemplate


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: USoundCueTemplateCopyFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object, MinimalAPI) class USoundCueTemplateCopyFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

SoundCueTemplate

type: TWeakObjectPtr<...


description: Opens a dialog to configure the factory properties. Return false if user opted out of configuring properties

code: virtual bool ConfigureProperties()


description: Returns a new starting point name for newly created assets in the content browser

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDefaultNewAssetName() const


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


className: USoundCueTemplateFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object, MinimalAPI) class USoundCueTemplateFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

SoundWaves

type: TArray<TWeakOb...


description: Override this function to decide whether this soundfield format can read and convert from a source format.

module: SoundFields

code: virtual bool CanTranscodeFromSoundfieldFormat ( [FName](API\Runtime\Core\UObject\FName) SourceFormat, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & SourceEncodingSettings )


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldDecoderStream](API\Runtime\AudioExtensions\ISoundfieldDecoderStream) > CreateDecoderStream ( const [FAudioPluginInitializationParams](API\Runtime\AudioExtensions\FAudioPluginInitializationParams) & InitInfo, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & InitialSettings )


code: virtual bool CanTranscodeToSoundfieldFormat ( [FName](API\Runtime\Core\UObject\FName) DestinationFormat, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & DestinationEncodingSettings )


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldAudioPacket](API\Runtime\AudioExtensions\ISoundfieldAudioPacket) > CreateEmptyPacket()


description: Called when a stream is opened.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldEncoderStream](API\Runtime\AudioExtensions\ISoundfieldEncoderStream) > CreateEncoderStream ( const [FAudioPluginInitializationParams](API\Runtime\AudioExtensions\FAudioPluginInitializationParams) & InitInfo, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & InitialSettings )


description: Transcoder streams are fed a soundfield audio packet with either a different format entirely, or the same format and different settings. Specifying and returns a Transcoder Stream is not necessary if CanTranscodeSoundfieldFormat and ShouldReencodeBetween always returns false.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldTranscodeStream](API\Runtime\AudioExtensions\ISoundfieldTranscodeStream) > CreateTranscoderStream ( const [FName](API\Runtime\Core\UObject\FName) SourceFormat, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & InitialSourceSettings, const [FName](API\Runtime\Core\UObject\FName) DestinationFormat, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & InitialDestinationSettings, const [FAudioPluginInitializationParams](API\Runtime\AudioExtensions\FAudioPluginInitializationParams) & InitInfo )


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldMixerStream](API\Runtime\AudioExtensions\ISoundfieldMixerStream) > CreateMixerStream ( const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & InitialSettings )


description: Should return the StaticClass of your implementation ofUSoundfieldEncodingSettingsBase.

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


description: BeginISoundfieldFactory.


description: Override this function to determine whether an incoming ISoundfieldPacket would need to be explicitly operated on between two submixes with the same format, but potentially different encoding settings. If this returns true, a new transcoder will be created. if this returns false, then the source submix's ISoundfieldPacket will be passed down directly.

code: virtual bool IsTranscodeRequiredBetweenSettings ( const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & SourceSettings, const [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) & DestinationSettings )


code: FAmbisonicsSoundfieldFormat()


description: Dtor

code: virtual ~FAmbisonicsSoundfieldFormat()


className: FAmbisonicsSoundfieldFormat

description: This is the default format for Ambisonics in the Unreal Audio Engine.

code: class FAmbisonicsSoundfieldFormat : public [ISoundfieldFactory](API\Runtime\AudioExtensions\ISoundfieldFactory)


code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FSoundFieldsModule

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


code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [ISoundfieldEncodingSettingsProxy](API\Runtime\AudioExtensions\ISoundfieldEncodingSettingsProxy) > GetProxy() const


className: UAmbisonicsEncodingSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Engine, EditInlineNew, BlueprintType) class UAmbisonicsEncodingSettings : public [USoundfieldEncodingSettingsBase](API\Runtime\AudioExtensions\USoundfieldEncodingSettingsBase)


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

module: SoundMod

code: static [ISoundModPlugin](API\Plugins\SoundMod\ISoundModPlugin) & Get()


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()


description: Returns whether the sound base is set up in a playable manner

code: virtual bool IsPlayable() const


description: Parses the Sound to generate the WaveInstances to play.

code: virtual void Parse ( class [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


className: ISoundModPlugin

description: The public interface to this module

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


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


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: USoundMod

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object, MinimalAPI, BlueprintType) class USoundMod : public [USoundBase](API\Runtime\Engine\Sound\USoundBase)

bLooping

type: uint32: 1

description: If set, when played directly (not through a sound cue) the nid will be played looping.

RawData

type: FByteBulkData

description: The mod file data


description: This is only used for DTYPE_Procedural audio. It's recommended to useUSynthComponentbase class for procedurally generated sound vs overriding this function. If a new component is not feasible, consider usingUSoundWaveProceduralbase class vsUSoundWavebase class since as it implements GeneratePCMData for you and you only need to return PCM data.

code: virtual int32 GeneratePCMData ( uint8 * PCMData, const int32 SamplesNeeded )


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


className: USoundModWave

description: Playable sound object for wave files that are generated from a Sound Mod

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USoundModWave : public [USoundWaveProcedural](API\Runtime\Engine\Sound\USoundWaveProcedural)

SoundMod

type: TObjectPtr< cla...


code: virtual void ClearAssetReferences()


description:
Returns the maximum duration this sound node will play for.
float of number of seconds this sound will play for. INDEFINITELY_LOOPING_DURATION means its looping.

code: virtual float GetDuration()


description: Returns the maximum number of child nodes this node can possibly have

code: virtual int32 GetMaxChildNodes() const


code: [USoundMod](API\Plugins\SoundMod\USoundMod) * GetSoundMod() const


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


code: virtual void LoadAsset ( bool bAddToRoot )


code: virtual void ParseNodes ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


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

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


code: void SetSoundMod ( [USoundMod](API\Plugins\SoundMod\USoundMod) * SoundMod )


className: USoundNodeModPlayer

description: Sound node that contains a reference to the mod file to be played

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=Object, EditInlineNew, MinimalAPI, Meta=(DisplayName="Mod Player")) class USoundNodeModPlayer : public [USoundNodeAssetReferencer](API\Runtime\Engine\Sound\USoundNodeAssetReferencer)


description:
Create a new object by importing it from a binary buffer.
The new object.

module: SoundModImporter

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateBinary ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, const TCHAR * Type, const uint8 *& Buffer, const uint8 * BufferEnd, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


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


className: USoundModImporterFactory

description: Imports a sound module file.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USoundModImporterFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: ESoundscapeColorAltitudeClampMode

module: SoundScape

code: enum ESoundscapeColorAltitudeClampMode { Relative = 0, Absolute = 1, }


className: ESoundscapeLOD

code: enum ESoundscapeLOD { LOD1 = 0, LOD2, LOD3, }


className: FSoundscapeColorModulationSettings

description: Struct.

bFadeVolume

description: Add Volume Fades to the Re-trigger Sound playback.

bOnlyFadeInOnRetrigger

description: Only Fade-In on retriggers.

MaxFadeInTime

description: This is the maximum Fade-In duration for re-triggered sounds.

MaxFadeOutTime

description: This is the maximum Fade-Out duration for re-triggered sounds.

MinFadeInTime

description: This is the minimum Fade-In duration for re-triggered sounds.

MinFadeOutTime

description: This is the minimum Fade-Out duration for re-triggered sounds.

PitchMax

description: Maximum Pitch Range for Step.

PitchMin

description: Minimum Pitch Range for Step.

VolumeMax

description: Maximum Volume Range for Step.

VolumeMin

description: Minimum Volume Range for Step.


className: FOnSoundscapeColorParameterChanges

description: UObjectdelegate to broadcast parameter changes to ActiveSoundscapeColor instances.


className: FSoundscapeColorPlaybackSettings

description: Struct containing Sound Scape Element Control Data.

bLimitPlaybackDuration

description: Limit Ambient Bed's playback duration.

bRandomizeStartingSeekTime

description: Upon starting playback, will randomly seek into the Sound if true.

MaxPlaybackDuration

description: This is the maximum playback duration for this ambient bed (assuming a looping sound), ignored if bLimitPlaybackDuration is false.

MinPlaybackDuration

description: This is the minimum playback duration for this ambient bed (assuming a looping sound), ignored if bLimitPlaybackDuration is false.


className: FSoundscapeColorPoint

ColorPoint

type: FGameplayTag

Location

type: FVector


className: FSoundscapeColorPointCollection

description: Struct.

ColorPointCollection

type: TArray<FSounds...

description: Soundscape Color Point Collection.


className: FSoundscapeColorPointVectorArray

Locations

type: TArray< FVector...


className: FSoundscapeColorSpawnSettings

description: Struct.

bClampHeight

type: bool

description: When false, there will only be one Element spawned.

bCullByMaxSpawnDistance

description: Culls the voices by the Max Spawn Distance.

bDelayFirstSpawn

description: Automatically Element Spawn when Element Returns Finished.

bFilterByColorPointDensity

description: Filter by Color Point Density allows designers to only allow this Color to spawn in spaces with a specified range of Color Points.

bPositionByTrace

description: PositionByTrace allows sounds to be repositioned from their spawn point to a new point in space based on the success of an async trace call, unsuccessful hits will result in the sound not spawning

bRotateSoundSource

description: When false, the sound rotation will be unmodified.

ClampMode

type: ESoundscapeColo...

description: What mode of altitude clamping to use, Relative clamps the z-axis about the location of the Listener, Absolute clamps the z-axis of the world coordinates.

ColorPoint

description: Color Point.

MaxAltitudinalRotationAngle

type: float

description: The Maximum Altitudinal rotation in the world orientation for Element Playback.

MaxAzimuthalRotationAngle

description: The Maximum azimuthal rotation in the world orientation for Element Playback.

MaxFirstSpawnDelay

description: Sets the Maximum Time between Spawning Elements, checking if Elements are Finished, etc.

MaxNumberOfSpawnedElements

description: Max number of concurrent Elements of this type playing back at once, will not Spawn New ones until current ones are Finished Playing.

MaxSpawnAngle

description: The Maximum Azimuth based on the Base's Forward Vector in which to position Element Playback.

MaxSpawnDistance

description: Sets the Maximum Distance from Base for Playback of the Element.

MaxSpawnHeightClamp

description: After Element Playback position is determined, will clamp the Z-Axis to these ranges.

MinAltitudinalRotationAngle

description: The Minimum Altitudinal rotation in the world orientation for Element Playback.

MinAzimuthalRotationAngle

description: The Minimum azimuthal rotation in the world orientation for Element Playback.

MinColorPointNumber

description: Minimum number of Color Point density required before spawn is successful.

MinFirstSpawnDelay

description: Sets Minimum Time between Spawning Elements, checking if Elements are Finished, etc.

MinSpawnAngle

description: The Minimum Azimuth based on the Base's Forward Vector in which to position Element Playback.

MinSpawnDistance

description: Sets Minimum Distance from Base for Playback of the Element.

TraceChannel

type: TEnumAsByte< en...

description: The physics trace channel to use.

TraceDistance

description: Trace distance.

TraceVector

description: The Minimum nomralized directional vector in world orientation for the Trace to fire (default to down, z = -1.0f)


className: FSoundscapeColorVoiceParams

description: New SoundColorVoice Spawning Parameters.

Rotation

type: FRotator


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: FSoundscapeModule

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


className: FSoundscapePaletteCollection

description: Struct.

SoundscapePaletteCollection

type: TSet<FSoftObje...

description: Soundscape Palette Collection.


className: FSoundscapePaletteColor

description: Struct storing Modulation State.

ColorFadeIn

description: Base Volume Scalar.

ColorFadeOut

description: Base Volume Scalar.

ColorPitch

description: Base Pitch Scalar.

ColorVolume

description: Base Volume Scalar.

SoundscapeColor

type: TObjectPtr<USo...

description: Soundscape Color to Play.


className: FSoundscapePaletteCollectionLoaded

description: Struct.

SoundscapePaletteCollection

type: TSet<TObjectPt...

description: Soundscape Palette Collection.


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: Setup to bind to parameter change delegate

code: void BindToParameterChangeDelegate ( [USoundscapeColor](API\Plugins\SoundScape\USoundscapeColor) * SoundscapeColor )


description: Is playing.


description: Function bound to the Parameter change delegate.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnSoundscapeColorParameterChange ( const [USoundscapeColor](API\Plugins\SoundScape\USoundscapeColor) * SoundscapeColor )


description: Function called on completion of trace.

code: void OnTraceCompleted ( const [FTraceHandle](API\Runtime\Engine\FTraceHandle) & Handle, [FTraceDatum](API\Runtime\Engine\FTraceDatum) & Data )


description: Play Active Soundscape Color.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Soundscape") void Play ( float ColorVolume, float ColorPitch, float ColorFadeInTime )


description: Native play function.

code: void PlayNative()


description: Initializes parameters based on SoundscapeColor settings.

code: void SetParameterValues ( const [USoundscapeColor](API\Plugins\SoundScape\USoundscapeColor) * SoundscapeColor )


description: Call an async trace.


description: Stop Active Soundscape Color.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Soundscape") void Stop ( float ColorFadeOutTime )


description: Native stop function.

code: void StopNative()


description: Timer Update Call.


className: UActiveSoundscapeColor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=Soundscape) class UActiveSoundscapeColor : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

FadeOutMin

description: Playback stop values.

SoundscapeParameterChangeDelegate

type: FScriptDelegate

description: Delegates for parameter change bindings.

TraceDelegate

type: FTraceDelegate

TraceHandle

type: FTraceHandle

UpdateTimer

type: FTimerHandle

description: Timer delegate for amortized updates.

VolumeMod

description: Playback start values.


description: Limited duration timer.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void StopLimitedDurationVoice ( float FadeOutTime )


className: UActiveSoundscapeColorVoice

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UActiveSoundscapeColorVoice : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AudioComponent

type: TObjectPtr<UAu...


code: void InitializeSettings ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [USoundscapePalette](API\Plugins\SoundScape\USoundscapePalette) * SoundscapePalette )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Soundscape") void Play()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Soundscape") void Stop()


className: UActiveSoundscapePalette

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=Soundscape) class UActiveSoundscapePalette : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


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

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


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


className: USoundscapeColor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=Soundscape) class USoundscapeColor : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ModulationBehavior

type: FSoundscapeColo...

description: Modulation behavior.

OnSoundscapeColorParameterChanges

type: FOnSoundscapeCo...

description: Delegate call for property changes.

PitchBase

description: Base Pitch Scalar.

PlaybackBehavior

description: Playback behavior.

Sound

description: Sound to Play.

SpawnBehavior

description: Playback behavior.

VolumeBase

description: Base Volume Scalar.


description: Called when the game starts.

code: virtual void BeginPlay()


description: Called when the game ends.

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


description: Outputs information about this Active Color Point (Color Point value and Location of Parent Actor)

code: void GetInfo ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & ColorPoint, FVector & Location ) const


description: Sets default values for this component's properties.

code: USoundscapeColorPointComponent()


className: USoundscapeColorPointComponent

ColorPoint

type: FGameplayTag

description: This Component's Soundscape Pigment value.


className: USoundscapeColorPointHashCellDensity

description: Class.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USoundscapeColorPointHashCellDensity : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ColorPointHashCellDensity

type: TMap< uint64, i...

description: Soundscape Color Point Density for a Hash Cell.


description: Returns true if ColorPoint added to hash, false if failed (likely location is out of Hash Bounds)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void AddColorPointArrayToHash ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Locations, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ColorPoint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() bool AddColorPointToHash ( const FVector & Location, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ColorPoint )


description: Calculates HashIndex.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() uint64 CalculateHashIndex ( const FVector & Location )


description: Clears hash map.


description: Returns ColorPointDensityMap from Hash Map given a Color Point.

code: [USoundscapeColorPointHashCellDensity](API\Plugins\SoundScape\USoundscapeColorPointHashCellDen-) * GetColorPointDensityMap ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ColorPoint )


code: const FVector GetHashCellCenterpoint ( FVector Location )


code: const float GetHashCellWidth()


code: [TMap](API\Runtime\Core\Containers\TMap)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag), int32 > GetHashMapColorPointDensitySummary()


className: HalfMaxGridWidth

code: static const int32 HalfMaxGridWidth = 1000000;


description: Clears and initializes hash map, sizes grid to HashCellWidth in Uunits.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void InitializeHash ( float HashCellSizeIn, FVector GridCenterIn )


className: MaxGridWidth

description: Cubic Root of the Max Value of int64 rounded down to the nearest million.

code: static const int32 MaxGridWidth = 2000000;


description: Returns the number of ColorPoints in a Cell containing the Location.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() int32 NumColorPointsInCell ( const FVector & Location, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ColorPoint )


description: Sets ceterpoint of grid to Location.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void SetGridCenterpoint ( const FVector & Location )


className: USoundscapeColorPointHashMap

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USoundscapeColorPointHashMap : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: void AddColorPointArrayToHashMapCollection ( const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Locations, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ColorPoint )


code: void CalculateTotalColorPointDensity ( [TMap](API\Runtime\Core\Containers\TMap)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag), int32 > & TotalHashMapColorPointDensity, [ESoundscapeLOD](API\Plugins\SoundScape\ESoundscapeLOD) SoundscapeLOD )


code: int32 GetColorPointHashMapCollectionDensity ( const FVector Location, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ColorPoint, const [ESoundscapeLOD](API\Plugins\SoundScape\ESoundscapeLOD) SoundscapeLOD )


code: void ClearColorPointHashMapCollection()


className: USoundscapeColorPointHashMapCollection

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USoundscapeColorPointHashMapCollection : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: virtual void PostLoad()


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: USoundscapePalette

description: Class containing relevant data for a Soundscape Element.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, ClassGroup=Soundscape) class USoundscapePalette : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Colors

type: TArray<FSounds...

description: Elements.

SoundscapePalettePlaybackConditions

type: FGameplayTagQue...


description: Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc.

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


description: Gets the section text, uses the classes DisplayName by default.

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


description: UObjectinterface

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


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


className: USoundscapeSettings

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

ActiveColorPointHashUpdateTimeSeconds

type: float

description: Hash Cell Update Timing for the Active Hash.

ActiveColorPointHashWidth

description: Hash Cell Width for the Active Hash.

bDebugDraw

type: bool

description: Hash Cell LOD1 Max Distance.

description: Hash Cell Width for LOD1.

description: Hash Cell LOD2 Max Distance.

description: Hash Cell Width for LOD2.

description: Hash Cell Width for LOD3.

SoundscapePaletteCollection

description: Soundscape Palette Collection.


description: Add Active Color Point.

code: void AddActiveColorPoint ( const [USoundscapeColorPointComponent](API\Plugins\SoundScape\USoundscapeColorPointComponent) * SoundscapeColorPointComponent )


description: Add a Color Point Collection to the Subsystem, returns true if successful

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Soundscape") void AddColorPointCollection ( [FName](API\Runtime\Core\UObject\FName) ColorPointCollectionName, [FSoundscapeColorPointCollection](API\Plugins\SoundScape\FSoundscapeColorPointCollection) ColorPointCollection )


description: Add Hash Map Collection.

code: void AddColorPointHashMapCollection ( [USoundscapeColorPointHashMapCollection](API\Plugins\SoundScape\USoundscapeColorPointHashMapColl-) * ColorPointHashMapCollection )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Soundscape") bool AddPaletteCollection ( [FName](API\Runtime\Core\UObject\FName) PaletteCollectionName, [FSoundscapePaletteCollection](API\Plugins\SoundScape\FSoundscapePaletteCollection) PaletteCollection )


description: Calculate Debug Cell Dimensions.

code: TPair< FVector, FVector > CalculateDebugCellDimensions ( FVector Location, [ESoundscapeLOD](API\Plugins\SoundScape\ESoundscapeLOD) SoundscapeLOD )


description: Check Color Point Density for a Location Cell.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Soundscape") int32 CheckColorPointDensity ( FVector Location, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ColorPoint )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Soundscape") void ClearState ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) SoundscapeState )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Draw Debug Cell.

code: void DrawDebugCell ( FVector Location, bool bSuccess )


description: BeginUSubsystem.

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


description: Remove Active Color Point.

code: void RemoveActiveColorPoint ( const [USoundscapeColorPointComponent](API\Plugins\SoundScape\USoundscapeColorPointComponent) * SoundscapeColorPointComponent )


description: Remove a Color Point Collection from the Subsystem, returns true if successful.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Soundscape") bool RemoveColorPointCollection ( [FName](API\Runtime\Core\UObject\FName) ColorPointCollectionName )


description: Add Hash Map Collection.

code: bool RemoveColorPointHashMapCollection ( [USoundscapeColorPointHashMapCollection](API\Plugins\SoundScape\USoundscapeColorPointHashMapColl-) * ColorPointHashMapCollection )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Soundscape") bool RemovePaletteCollection ( [FName](API\Runtime\Core\UObject\FName) PaletteCollectionName )


description: Settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Soundscape") void SetState ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) SoundscapeState )


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


className: USoundscapeSubsystem

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


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: SoundScapeEditor

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FSoundscapeEditorModule

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


module: SoundUtilities


className: FSoundUtilitiesModule

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


className: FSoundVariation

PitchRange

description: The pitch range to use for this variation.

ProbabilityWeight

description: The probability weight to use for this variation.

SoundWave

description: The sound wave asset to use for this variation.

VolumeRange

description: The volume range to use for this variation.


description: Returns the farthest distance at which the sound could be heard

code: virtual float GetMaxDistance() const


description: Returns the length of the sound

code: virtual float GetDuration() const


description: Returns whether the sound base is set up in a playable manner

code: virtual bool IsPlayable() const


description: Parses the Sound to generate the WaveInstances to play.

code: virtual void Parse ( class [FAudioDevice](API\Runtime\Engine\FAudioDevice) * AudioDevice, const UPTRINT NodeWaveInstanceHash, [FActiveSound](API\Runtime\Engine\FActiveSound) & ActiveSound, const [FSoundParseParameters](API\Runtime\Engine\FSoundParseParameters) & ParseParams, [TArray](API\Runtime\Core\Containers\TArray)< [FWaveInstance](API\Runtime\Engine\FWaveInstance) * > & WaveInstances )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: USoundSimple

description: Class which contains a simple list of sound wave variations.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=Sound, Meta=(BlueprintSpawnableComponent)) class USoundSimple : public [USoundBase](API\Runtime\Engine\Sound\USoundBase)

SoundWave

description: The current chosen sound wave.

Variations

type: TArray<FSoundV...

description: List of variations for the simple sound.


className: USoundUtilitiesBPFunctionLibrary

description: Sound Utilities Blueprint Function Library A library of Sound related functions for use in Blueprints


module: SoundUtilitiesEditor


className: FSoundUtilitiesEditorModule

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


code: static void ExecuteCreateSimpleSound ( const struct [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & MenuContext )


code: static void GetExtendedActions ( const struct [FToolMenuContext](API\Developer\ToolMenus\FToolMenuContext) & MenuContext )


code: static void RegisterMenus()


className: FSoundWaveAssetActionExtender

code: class FSoundWaveAssetActionExtender


className: EFilterSetMode

description: Enum representing the possible Filter Set operations

module: SourceFilteringCore

code: enum EFilterSetMode { AND, OR, NOT, Count, }


className: ESourceActorFilterOperation

description: Enum representing all possible Source Filter operations, used by FSourceFilterTrace::OutputFilterOperation

code: enum ESourceActorFilterOperation { RemoveFilter, MoveFilter, ReplaceFilter, SetFilterMode, SetFilterState, }


className: EWorldFilterOperation

description: Enum representing all possible World Filter operations, used by FSourceFilterTrace::OutputWorldOperation

code: enum EWorldFilterOperation { TypeFilter, NetModeFilter, InstanceFilter, RemoveWorld, }


code: bool operator== ( const [FActorClassFilter](API\Plugins\SourceFilteringCore\FActorClassFilter) Rhs )


className: FActorClassFilter

description: High-level filter structure used when filteringAActorinstances to apply user filters to inside of aUWorld

ActorClass

type: FSoftClassPath

description: Target actor class used when applying this filter

bIncludeDerivedClasses

description: Flag as to whether or not any derived classes from ActorClass should also be considered when filtering


code: FDataSourceFilterConfiguration()


className: FDataSourceFilterConfiguration

bCanRunAsynchronously

type: uint8:  1

description: Flag whether or not this filter does not rely on gamethread only data, and therefore can work on a differen thread

bOnlyApplyDuringActorSpawn

description: Flag whether or not this filter should only applied once, whenever an actor is spawned

FilterApplyingTickInterval

description: Interval, in frames, between applying the filter.


code: const [FDataSourceFilterConfiguration](API\Plugins\SourceFilteringCore\FDataSourceFilterConfiguration) & GetConfiguration() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category=TraceSourceFiltering) void GetDisplayText ( [FText](API\Runtime\Core\Internationalization\FText) & OutDisplayText ) const


code: virtual void GetDisplayText_Implementation ( [FText](API\Runtime\Core\Internationalization\FText) & OutDisplayText ) const


code: virtual void GetDisplayText_Internal ( [FText](API\Runtime\Core\Internationalization\FText) & OutDisplayText ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category=TraceSourceFiltering) void GetToolTipText ( [FText](API\Runtime\Core\Internationalization\FText) & OutDisplayText ) const


code: virtual void GetToolTipText_Implementation ( [FText](API\Runtime\Core\Internationalization\FText) & OutDisplayText ) const


code: virtual void GetToolTipText_Internal ( [FText](API\Runtime\Core\Internationalization\FText) & OutDisplayText ) const


code: bool IsEnabled() const


code: void SetEnabled ( bool bState )


className: IDataSourceFilterInterface

description: Interface used for implementing Engine and UnrealInsights versions respectivelyUDataSourceFilterand UTraceDataSourceFilter

code: class IDataSourceFilterInterface


description: Return the current Filter Set operation mode


className: IDataSourceFilterSetInterface

description: Interface used for implementing Engine and UnrealInsights versions respectivelyUDataSourceFilterSetand UTraceDataSourceFilterSet

code: class IDataSourceFilterSetInterface


className: RangeType

code: enum &123; RangeType = 0 &125;


code: static constexpr underlying_type &40; EFilterSetMode &41;


className: TEnumRangeTraits< EFilterSetMode >

code: template<> struct TEnumRangeTraits< EFilterSetMode >


className: UDataSourceFilterInterface

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


className: UDataSourceFilterSetInterface

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


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

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


className: UTraceSourceFilteringSettings

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=TraceSourceFilters) class UTraceSourceFilteringSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bDrawFilterDescriptionForRejectedActors

description: Whether or not to draw the failedUDataSourceFilter's description forAActor's that did not pass the filtering

bDrawFilteringStates

description: Whether or not the filtering state for all consideredAActor's inside for aUWorldshould be drawn using a wire frame box

bDrawOnlyPassingActors

description: Whether or not onlyAActor's that are not filtered out should be considered for drawing their wireframe box

bOutputOptimizedFilterState

description: Whether or not to, whenever it changes, output the optimized filter setup state to the log

OnSourceFilteringSettingsChanged

type: FSimpleMulticas...

description: Delegate called whenever the contained properties change (see PostEditChangeProperty)


code: UTraceSourceFilteringSettings()


description: BeginFGCObjectoverrides

module: SourceFilteringTrace

code: virtual void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


className: FFilterCommand

description: Structure representing a remotely 'callable' filter command

code: struct FFilterCommand

Function

type: TFunction< void...


code: static [FTraceSourceFiltering](API\Plugins\SourceFilteringTrace\FTraceSourceFiltering) & Get()


description: Returns the running instance its Filter Collection, containing active set of filters


description: Overload this method to report a name for your referencer

code: virtual [FString](API\Runtime\Core\Containers\FString) GetReferencerName() const


description: Returns the running instance its Filtering Settings


code: static void Initialize()


code: void PopulateRemoteTraceCommands()


description: EndFGCObjectoverrides

code: FTraceSourceFiltering()


description: Processes an received filtering command, altering the Filter Collection and or Settings accordingly

code: void ProcessRemoteCommand ( const [FString](API\Runtime\Core\Containers\FString) & Command, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Arguments )


className: FTraceSourceFiltering

description: Object managing the currently activeUDataSourceFilterinstances andUTraceSourceFilteringSettings

code: class FTraceSourceFiltering : public [FGCObject](API\Runtime\CoreUObject\UObject\FGCObject)

CommandMap

type: TMap<FString, ...

description: Mapping for all filtering commands from their name to respectiveFFilterCommandobject

FilterCollection

type: TObjectPtr<USo...

Settings

type: TObjectPtr<UTr...


className: FilterStateChangedDelegate

description: Delegate for broadcasting filtering changes


code: static void Destroy()


className: FTraceWorldFilterStateChanged

code: typedef TMulticastDelegate_NoParams< void > FTraceWorldFilterStateChanged


description: Returns a user facing display string for the providedUWorldinstance

code: static void GetWorldDisplayString ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [FString](API\Runtime\Core\Containers\FString) & OutDisplayString )


description: Return all Worlds currently tracked for Filtering

code: static const [TArray](API\Runtime\Core\Containers\TArray)< const [UWorld](API\Runtime\Engine\Engine\UWorld) * > & GetWorlds()


description: Retrieve a FSourceFilterManager instance representing the source filtering for a specific, provided) World instance

code: static const FSourceFilterManager * GetWorldSourceFilterManager ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Check whether or not a specific World's Net Mode can output Trace Data (not filtered out)

code: static bool IsWorldNetModeTraceable ( ENetMode InNetMode )


description: Check whether or not a specific World Type can output Trace Data (not filtered out)

code: static bool IsWorldTypeTraceable ( [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) InType )


className: NetModeFilterStates

description: Per ENetMode enum entry flag, determines whether or notUWorld's using this netmode should be filtered out

code: static [TMap](API\Runtime\Core\Containers\TMap)< ENetMode, bool > NetModeFilterStates;


description: Delegate which will be broadcast whenever the filtering state for any world (type, netmode) changes


code: static void OnWorldCleanup ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bSessionEnded, bool bCleanupResources )


description: Callbacks used to keep tracking of active (alive)UWorldinstances

code: static void OnWorldInit ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [UWorld::InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) IVS )


code: static void OnWorldPostInit ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [UWorld::InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) IVS )


className: PreWorldFinishDestroyHandle


code: static void RemoveWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Set whether or not a specific World Net Mode should be filtered out (or in)

code: static void SetStateByWorldNetMode ( ENetMode NetMode, bool bState )


description: Set whether or not a specific World Type should be filtered out (or in)

code: static void SetStateByWorldType ( [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) WorldType, bool bState )


description: Set whether or not a specificUWorldinstance's filtering state

code: static void SetWorldState ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bState )


code: static void UpdateWorldFiltering()


className: WorldBeginTearDownHandle


className: WorldFilterStatesCritical

description: Synchronization object for accessing WorldTypeFilterStates and NetModeFilterStates, required to ensure there is not competing access between Networking and Gamethread


className: Worlds

description: Array of currently active and alive UWorlds

code: static [TArray](API\Runtime\Core\Containers\TArray)< const [UWorld](API\Runtime\Engine\Engine\UWorld) * > Worlds;


className: WorldSourceFilterManagers

description: Mapping fromUWorldinstance to FSourceFilterManager, entries correspond to world instances in Worlds

code: static [TMap](API\Runtime\Core\Containers\TMap)< const [UWorld](API\Runtime\Engine\Engine\UWorld) *, FSourceFilterManager * > WorldSourceFilterManagers;


className: WorldTypeFilterStates

description: Per EWorldType enum entry flag, determines whether or notUWorld's of this type should be filtered out

code: static [TMap](API\Runtime\Core\Containers\TMap)< [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type), bool > WorldTypeFilterStates;


className: FTraceWorldFiltering

description: UWorldspecific Trace filter, marks individual instances to not be traced out (and all containing actors / objects)

code: struct FTraceWorldFiltering


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category=TraceSourceFiltering) bool DoesActorPassFilter ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


description: EndIDataSourceFilterInterfaceoverrides

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


code: virtual void GetDisplayText_Internal ( [FText](API\Runtime\Core\Internationalization\FText) & OutDisplayText ) const


code: virtual const [FDataSourceFilterConfiguration](API\Plugins\SourceFilteringCore\FDataSourceFilterConfiguration) & GetConfiguration() const


code: virtual bool IsEnabled() const


description: BeginIDataSourceFilterInterfaceoverrides

code: virtual void SetEnabled ( bool bState )


code: virtual ~UDataSourceFilter()


className: UDataSourceFilter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UDataSourceFilter : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IDataSourceFilterInterface](API\Plugins\SourceFilteringCore\IDataSourceFilterInterface)

bIsEnabled

description: Whether or not this filter is enabled

Configuration

type: FDataSourceFilt...

description: Filter specific settings


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) > > & GetFilters() const


description: BeginIDataSourceFilterSetInterfaceoverrides

code: virtual [EFilterSetMode](API\Plugins\SourceFilteringCore\EFilterSetMode) GetFilterSetMode() const


code: void SetFilterMode ( [EFilterSetMode](API\Plugins\SourceFilteringCore\EFilterSetMode) InMode )


className: UDataSourceFilterSet

description: Engine implementation ofIDataSourceFilterSetInterface

Filters

type: TArray<TObject...

description: EndUDataSourceFilteroverrides Contained Filter instance

Mode

type: EFilterSetMode

description: Current Filter set operation


className: UEmptySourceFilter

description: Source filter implementation used to replace filter instance who'sUClassis not loaded and or does not exist, primarily used by Filter Preset loading

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintable, HideDropDown) class UEmptySourceFilter : public [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter)

MissingClassName

type: FString


description: Adds unique filter class name

code: void AddClassName ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * Filter )


description: Add a class filter, used to filter AActors on a high-level

code: void AddClassFilter ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InClass )


description: BeginIDataSourceFilterSetInterfaceoverrides BeginUDataSourceFilteroverrides


description: Add Filter instance to the collection, will be added at the root level

code: void AddFilter ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * NewFilter )


description: Add a Filter instance of the provided class, will be added at the root level

code: [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * AddFilterOfClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) > & FilterClass )


description: Add a Filter instance of the provided class, added to the provided filter set

code: [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * AddFilterOfClassToSet ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) > & FilterClass, [UDataSourceFilterSet](API\Plugins\SourceFilteringTrace\UDataSourceFilterSet) * FilterSet )


description: Creates a new collection of filter (sets), provided the filter class names and parent/child relationship

code: void AddFiltersFromPreset ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & ClassNames, const [TMap](API\Runtime\Core\Containers\TMap)< int32, int32 > & ChildToParentIndices )


code: void AddFilterToSet ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * Filter, [UDataSourceFilterSet](API\Plugins\SourceFilteringTrace\UDataSourceFilterSet) * FilterSet )


description: Convert a Filter Instance to a Filter Set (with provided mode), this creates set containing the replace filter

code: [UDataSourceFilterSet](API\Plugins\SourceFilteringTrace\UDataSourceFilterSet) * ConvertFilterToSet ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * ReplacedFilter, [EFilterSetMode](API\Plugins\SourceFilteringCore\EFilterSetMode) Mode )


description: Copies Filter data from other provided Filter Collection

code: void CopyData ( [USourceFilterCollection](API\Plugins\SourceFilteringTrace\USourceFilterCollection) * OtherCollection )


code: template<typename T> T * CreateNewFilter ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class )


code: void DestroyFilter ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * Filter )


description: Returns all class filters

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FActorClassFilter](API\Plugins\SourceFilteringCore\FActorClassFilter) > & GetClassFilters() const


description: Returns all top-level Filter instances

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * > & GetFilters() const


description: Returns flattened Filter instances

code: void GetFlatFilters ( [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) >> & OutFilters )


description: Returns parent filter set, if any, for provided filter

code: [UDataSourceFilterSet](API\Plugins\SourceFilteringTrace\UDataSourceFilterSet) * GetParentForFilter ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * Filter )


description: EndUDataAssetoverrides Delegate which is broadcasted any of this collection's state changes


description: Creates an empty Filter Set (with provided mode)

code: [UDataSourceFilterSet](API\Plugins\SourceFilteringTrace\UDataSourceFilterSet) * MakeEmptyFilterSet ( [EFilterSetMode](API\Plugins\SourceFilteringCore\EFilterSetMode) Mode )


description: Create a Filter set (with provided mode) containing both Filter Instances

code: [UDataSourceFilterSet](API\Plugins\SourceFilteringTrace\UDataSourceFilterSet) * MakeFilterSet ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * FilterOne, [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * FilterTwo, [EFilterSetMode](API\Plugins\SourceFilteringCore\EFilterSetMode) Mode )


description: Move a Filter instance to a specific Filter Set (moved to root-level if Destination = nullptr)

code: void MoveFilter ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * Filter, [UDataSourceFilterSet](API\Plugins\SourceFilteringTrace\UDataSourceFilterSet) * Destination )


description: Callback for patching up containedUDataSourceFilterblueprint instances which just got re-instanced

code: void OnObjectsReplaced ( const [TMap](API\Runtime\Core\Containers\TMap)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OldToNewInstanceMap )


code: [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * RecursiveCopyFilter ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * Filter, int32 & FilterOffset )


code: void RecursiveGenerateFilterClassNames ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * Filter )


code: void RecursiveRetrieveFilterClassNames ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * Filter )


code: void RemoveClassFilter ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > InClass )


description: Remove a Filter Instance from a specific Filter Set

code: void RemoveFilterFromSet ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * ToRemoveFilter, [UDataSourceFilterSet](API\Plugins\SourceFilteringTrace\UDataSourceFilterSet) * FilterSet )


description: Remove Filter instance, regardless of whether it is a root-level filter or part of a filter set

code: void RemoveFilter ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * ToRemoveFilter )


description: Recursively removes filter and any contained child filters

code: void RemoveFilterRecursive ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * ToRemoveFilter )


description: Replace a Filter Instance with another

code: void ReplaceFilter ( [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * Destination, [UDataSourceFilter](API\Plugins\SourceFilteringTrace\UDataSourceFilter) * Source )


description: Resets all contained filter data

code: void Reset()


description: BeginUDataAssetoverrides

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set the filtering mode for the provided filter set

code: void SetFilterSetMode ( [UDataSourceFilterSet](API\Plugins\SourceFilteringTrace\UDataSourceFilterSet) * FilterSet, [EFilterSetMode](API\Plugins\SourceFilteringCore\EFilterSetMode) Mode )