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2025-05-18 13:04:45 +08:00

45 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SoundScape.h"
#include "SoundScapePalette.h"
#include "SoundscapeColor.h"
bool USoundscapeBPFunctionLibrary::SpawnSoundscapeColor(UObject* WorldContextObject, class USoundscapeColor* SoundscapeColorIn, UActiveSoundscapeColor*& ActiveSoundscapeColor)
{
// Verify that the input SoundscapeElement is not null
if (SoundscapeColorIn && WorldContextObject)
{
// Create a new ActiveSoundscapeColor
ActiveSoundscapeColor = NewObject<UActiveSoundscapeColor>(WorldContextObject);
// Initialize parameters
ActiveSoundscapeColor->SetParameterValues(SoundscapeColorIn);
#if WITH_EDITOR
// Bind to delegate for live update from the SoundscapeColor Editor
ActiveSoundscapeColor->BindToParameterChangeDelegate(SoundscapeColorIn);
#endif
return true;
}
return false;
}
bool USoundscapeBPFunctionLibrary::SpawnSoundscapePalette(UObject* WorldContextObject, class USoundscapePalette* SoundscapePaletteIn, UActiveSoundscapePalette*& ActiveSoundscapePaletteOut)
{
// Verify that the input SoundscapeElement is not null
if (SoundscapePaletteIn && WorldContextObject)
{
// Create a new ActiveSoundscapeColor
ActiveSoundscapePaletteOut = NewObject<UActiveSoundscapePalette>(WorldContextObject);
// Initialize parameters
ActiveSoundscapePaletteOut->InitializeSettings(WorldContextObject, SoundscapePaletteIn);
return true;
}
return false;
}