.h
{
TWeakObjectPtr<class USourceEffectPannerPreset> pSEPP = nullptr;
TWeakObjectPtr<class USoundEffectSourcePresetChain> pSESPC = nullptr;
}
.cpp
{
pSEPP = NewObject<USourceEffectPannerPreset>();
pSEPP->Settings.Pan = 0;
FSourceEffectChainEntry _SECE = FSourceEffectChainEntry();
_SECE.Preset = pSEPP.Get();
pSESPC = NewObject<USoundEffectSourcePresetChain>();
pSESPC->Chain.Add(_SECE);
}
void T(class USoundBase* _sound)
{
UAudioComponent* _audio = UGameplayStatics::CreateSound2D(this, _sound);
if (_audio == nullptr)
return;
_audio->SetSourceEffectChain(pSESPC.Get());
_audio->Play();
}