26 lines
1.1 KiB
C++
26 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "SoundScapeModule.h"
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#include "SoundscapeColor.h"
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#include "SoundScapePalette.h"
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#include "SoundScape.generated.h"
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UCLASS()
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class SOUNDSCAPE_API USoundscapeBPFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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/** 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*/
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UFUNCTION(BlueprintCallable, Category = "Soundscape", meta = (WorldContext = "WorldContextObject"))
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static bool SpawnSoundscapeColor(UObject* WorldContextObject, class USoundscapeColor* SoundscapeColorIn, UActiveSoundscapeColor*& ActiveSoundscapeColor);
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/** Spawns a new Soundscape Palette Agent. Returns true if spawn was successful. */
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UFUNCTION(BlueprintCallable, Category = "Soundscape", meta = (WorldContext = "WorldContextObject"))
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static bool SpawnSoundscapePalette(UObject* WorldContextObject, class USoundscapePalette* SoundscapePaletteIn, UActiveSoundscapePalette*& SoundscapePaletteAgentsOut);
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};
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