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UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundEngine/Public/MetasoundAssetSubsystem.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/Engine.h"
#include "MetasoundAssetBase.h"
#include "MetasoundAssetManager.h"
#include "Subsystems/EngineSubsystem.h"
#include "UObject/Object.h"
#include "MetasoundAssetSubsystem.generated.h"
// Forward Declarations
class UAssetManager;
class FMetasoundAssetBase;
struct FDirectoryPath;
USTRUCT(BlueprintType)
struct METASOUNDENGINE_API FMetaSoundAssetDirectory
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Directories, meta = (RelativePath, LongPackageName))
FDirectoryPath Directory;
};
/** The subsystem in charge of the MetaSound asset registry */
UCLASS()
class METASOUNDENGINE_API UMetaSoundAssetSubsystem : public UEngineSubsystem, public Metasound::Frontend::IMetaSoundAssetManager
{
GENERATED_BODY()
public:
virtual void Initialize(FSubsystemCollectionBase& InCollection) override;
void AddOrUpdateAsset(const FAssetData& InAssetData);
void RemoveAsset(UObject& InObject);
void RemoveAsset(const FAssetData& InAssetData);
void RenameAsset(const FAssetData& InAssetData, bool bInReregisterWithFrontend = true);
virtual void AddAssetReferences(FMetasoundAssetBase& InAssetBase) override;
virtual void AddOrUpdateAsset(UObject& InObject) override;
virtual bool CanAutoUpdate(const FMetasoundFrontendClassName& InClassName) const override;
virtual bool ContainsKey(const Metasound::Frontend::FNodeRegistryKey& InRegistryKey) const override;
virtual const FSoftObjectPath* FindObjectPathFromKey(const Metasound::Frontend::FNodeRegistryKey& RegistryKey) const override;
virtual TSet<Metasound::Frontend::FNodeRegistryKey> GetReferencedKeys(const FMetasoundAssetBase& InAssetBase) const override;
virtual void RescanAutoUpdateDenyList() override;
virtual FMetasoundAssetBase* TryLoadAsset(const FSoftObjectPath& InObjectPath) const override;
virtual FMetasoundAssetBase* TryLoadAssetFromKey(const Metasound::Frontend::FNodeRegistryKey& RegistryKey) const override;
virtual bool TryLoadReferencedAssets(const FMetasoundAssetBase& InAssetBase, TArray<FMetasoundAssetBase*>& OutReferencedAssets) const override;
UFUNCTION(BlueprintCallable, Category = "MetaSounds|Registration")
void RegisterAssetClassesInDirectories(const TArray<FMetaSoundAssetDirectory>& Directories);
UFUNCTION(BlueprintCallable, Category = "MetaSounds|Registration")
void UnregisterAssetClassesInDirectories(const TArray<FMetaSoundAssetDirectory>& Directories);
protected:
void PostEngineInit();
void PostInitAssetScan();
void RebuildDenyListCache(const UAssetManager& InAssetManager);
void SearchAndIterateDirectoryAssets(const TArray<FDirectoryPath>& InDirectories, TFunctionRef<void(const FAssetData&)> InFunction);
void SynchronizeAssetClassDisplayName(const FAssetData& InAssetData);
private:
int32 AutoUpdateDenyListChangeID = INDEX_NONE;
TSet<FName> AutoUpdateDenyListCache;
TMap<Metasound::Frontend::FNodeRegistryKey, FSoftObjectPath> PathMap;
};