void FSoundClassEditor::CreateSoundClass(UEdGraphPin* FromPin, const FVector2D& Location, FString Name)
{
	// If we have a valid name
	if (!Name.IsEmpty())
	{
		FName NewClassName = *Name;
		UPackage* Package = SoundClass->GetOutermost();
		USoundClass* NewSoundClass = NewObject<USoundClass>(Package, NewClassName, RF_Public);

		SoundClass->SoundClassGraph->AddNewSoundClass(FromPin, NewSoundClass, Location.X, Location.Y);

		Package->MarkPackageDirty();

		NewSoundClass->PostEditChange();
	}
}