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

26 lines
1.1 KiB
C++

// 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);
};