You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Reduce MetaSounds loaded on Editor startup by moving additional MetaSound loads/registration to occur when MetaSoundEditor is loaded
- Add UX to communicate on first asset editor load that MetaSounds are still loading and class picker results may be incomplete #rb phil.popp #jira UE-134364 #rnx #preflight 6202b588bf28c072cbf2faeb #ROBOMERGE-AUTHOR: rob.gay #ROBOMERGE-SOURCE: CL 18911432 in //UE5/Release-5.0/... via CL 18919339 via CL 18920527 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374) [CL 18920775 by rob gay in ue5-main branch]
This commit is contained in:
+3
-3
@@ -34,13 +34,13 @@ class METASOUNDENGINE_API UMetaSoundAssetSubsystem : public UEngineSubsystem, pu
|
||||
public:
|
||||
virtual void Initialize(FSubsystemCollectionBase& InCollection) override;
|
||||
|
||||
void AddOrUpdateAsset(const FAssetData& InAssetData);
|
||||
void RemoveAsset(UObject& InObject);
|
||||
Metasound::Frontend::FNodeRegistryKey AddOrUpdateAsset(const FAssetData& InAssetData);
|
||||
void RemoveAsset(const 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 Metasound::Frontend::FNodeRegistryKey AddOrUpdateAsset(const 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;
|
||||
|
||||
Reference in New Issue
Block a user