// Copyright Epic Games, Inc. All Rights Reserved. #pragma once /** * * The base class of all ambient sound types */ #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "ActorFactories/ActorFactory.h" #include "ActorFactoryAmbientSound.generated.h" class AActor; struct FAssetData; UCLASS(MinimalAPI, config = Editor, collapsecategories, hidecategories = Object) class UActorFactoryAmbientSound: public UActorFactory { GENERATED_UCLASS_BODY() //~ Begin UActorFactory Interface virtual void PostSpawnActor(UObject* Asset, AActor* NewActor) override; virtual void PostCreateBlueprint(UObject* Asset, AActor* CDO) override; virtual bool CanCreateActorFrom(const FAssetData& AssetData, FText& OutErrorMsg) override; virtual UObject* GetAssetFromActorInstance(AActor* ActorInstance) override; //~ End UActorFactory Interface };