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CriWare Unreal Engine
Plug-ins for CriWare solutions.
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継承メンバを含む UAtomGameplayStatics の全メンバ一覧です。
| AreAnyListenersWithinRange(const UObject *WorldContextObject, const FVector &Location, float MaximumRange) | UAtomGameplayStatics | static |
| CreateSound2D(const UObject *WorldContextObject, UAtomSoundBase *Sound, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, UAtomConcurrency *ConcurrencySettings=nullptr, bool bPersistAcrossLevelTransition=false, bool bAutoDestroy=true) | UAtomGameplayStatics | static |
| GetClosestListenerLocation(const UObject *WorldContextObject, const FVector &Location, float MaximumRange, const bool bAllowAttenuationOverride, FVector &ListenerPosition) | UAtomGameplayStatics | static |
| PlaySound2D(const UObject *WorldContextObject, UAtomSoundBase *Sound, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, UAtomConcurrency *ConcurrencySettings=nullptr, const AActor *OwningActor=nullptr, bool bIsUISound=true) | UAtomGameplayStatics | static |
| PlaySoundAtLocation(const UObject *WorldContextObject, UAtomSoundBase *Sound, FVector Location, FRotator Rotation, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, class UAtomAttenuation *AttenuationSettings=nullptr, UAtomConcurrency *ConcurrencySettings=nullptr, const AActor *OwningActor=nullptr, UAtomInitialActiveSoundParams *InitialParams=nullptr) | UAtomGameplayStatics | static |
| PlaySoundAtLocation(const UObject *WorldContextObject, UAtomSoundBase *Sound, FVector Location, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, class UAtomAttenuation *AttenuationSettings=nullptr, UAtomConcurrency *ConcurrencySettings=nullptr, UAtomInitialActiveSoundParams *InitialParams=nullptr) | UAtomGameplayStatics | inlinestatic |
| PrimeAllSoundsInSoundClass(class UAtomSoundClass *InSoundClass) | UAtomGameplayStatics | static |
| PrimeSound(UAtomSoundBase *InSound) | UAtomGameplayStatics | static |
| SetGlobalPitchModulation(const UObject *WorldContextObject, float PitchModulation, float TimeSec) | UAtomGameplayStatics | static |
| SpawnSound2D(const UObject *WorldContextObject, UAtomSoundBase *Sound, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, UAtomConcurrency *ConcurrencySettings=nullptr, bool bPersistAcrossLevelTransition=false, bool bAutoDestroy=true) | UAtomGameplayStatics | static |
| SpawnSoundAtLocation(const UObject *WorldContextObject, UAtomSoundBase *Sound, FVector Location, FRotator Rotation=FRotator::ZeroRotator, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, class UAtomAttenuation *AttenuationSettings=nullptr, UAtomConcurrency *ConcurrencySettings=nullptr, bool bAutoDestroy=true) | UAtomGameplayStatics | static |
| SpawnSoundAttached(UAtomSoundBase *Sound, USceneComponent *AttachToComponent, FName AttachPointName=NAME_None, FVector Location=FVector(ForceInit), FRotator Rotation=FRotator::ZeroRotator, EAttachLocation::Type LocationType=EAttachLocation::KeepRelativeOffset, bool bStopWhenAttachedToDestroyed=false, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, UAtomAttenuation *AttenuationSettings=nullptr, UAtomConcurrency *ConcurrencySettings=nullptr, bool bAutoDestroy=true) | UAtomGameplayStatics | static |
| SpawnSoundAttached(UAtomSoundBase *Sound, USceneComponent *AttachToComponent, FName AttachPointName, FVector Location, EAttachLocation::Type LocationType=EAttachLocation::KeepRelativeOffset, bool bStopWhenAttachedToDestroyed=false, float VolumeMultiplier=1.f, float PitchMultiplier=1.f, float StartTime=0.f, UAtomAttenuation *AttenuationSettings=nullptr, UAtomConcurrency *ConcurrencySettings=nullptr, bool bAutoDestroy=true) | UAtomGameplayStatics | inlinestatic |