// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "SoundScapeModule.h" #include "SoundscapeColor.h" #include "SoundScapePalette.h" #include "SoundScape.generated.h" UCLASS() class SOUNDSCAPE_API USoundscapeBPFunctionLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() /** Spawns, but does not play, a new Soundscape Elemental Agent. Returns true if spawn was successful. "Play" can be called on the resulting Active Soundscape Color*/ UFUNCTION(BlueprintCallable, Category = "Soundscape", meta = (WorldContext = "WorldContextObject")) static bool SpawnSoundscapeColor(UObject* WorldContextObject, class USoundscapeColor* SoundscapeColorIn, UActiveSoundscapeColor*& ActiveSoundscapeColor); /** Spawns a new Soundscape Palette Agent. Returns true if spawn was successful. */ UFUNCTION(BlueprintCallable, Category = "Soundscape", meta = (WorldContext = "WorldContextObject")) static bool SpawnSoundscapePalette(UObject* WorldContextObject, class USoundscapePalette* SoundscapePaletteIn, UActiveSoundscapePalette*& SoundscapePaletteAgentsOut); };