41 lines
1.4 KiB
C++
41 lines
1.4 KiB
C++
/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
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The content of this file may not be used without valid licenses to the
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unreal(R) Engine End User
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License Agreement at https://www.unrealengine.com/en-US/eula/unreal
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License Usage
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2023 Audiokinetic Inc.
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*******************************************************************************/
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#pragma once
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#include "AkGroupValue.h"
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#include "AkStateValue.generated.h"
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UCLASS(BlueprintType)
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class AKAUDIO_API UAkStateValue : public UAkGroupValue
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{
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GENERATED_BODY()
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virtual void Serialize(FArchive& Ar) override;
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protected:
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virtual void LoadGroupValue() override;
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#if WITH_EDITORONLY_DATA
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public:
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virtual void FillInfo() override;
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virtual void FillInfo(const FWwiseAnyRef& CurrentWwiseRef) override;
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virtual FName GetWwiseGroupName() override;
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virtual bool ObjectIsInSoundBanks() override;
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#endif
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};
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